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Calculators/Gaming

Gaming calculators

Damage, survivability, drop odds and grind time: the arithmetic behind build choices, weapon comparisons and how long a level will really take.

Damage per second (DPS)Average sustained damage per second for a weapon or ability, including the share that critical hits contribute.Time to kill (TTK)How many shots a target takes and how long that takes at a given rate of fire, the way shooter players compare weapons.Effective HP from armourTurns an armour rating into a damage reduction percentage and the effective health pool it actually buys you.Speedrun paceCompares your time at a checkpoint against the split you are chasing and projects the finish if the rest of the run holds pace.Gacha pity and pull oddsThe chance of pulling what you are after within a number of pulls, allowing for a hard pity count that guarantees it.Mouse cm per 360The distance you physically move the mouse to turn a full circle, which is the figure that actually transfers between games.XP to next levelHow much experience is left to the next level and how long that is at your current rate of earning.Pokemon statWorks out a final stat from the base stat, IVs, EVs, level and nature, using the formula the games have used since generation 3.Minecraft XP levelsConverts Minecraft experience levels to total experience points and tells you how many points stand between two levels.FPS to frame timeConverts a frame rate to the milliseconds each frame takes, and shows what a monitor at a given refresh rate can actually display.Loot set completionExpected attempts to collect every item in a set when each is equally likely, allowing for duplicates and for attempts that drop nothing.Games to rank upHow many games a climb takes at your win rate, and the win rate you need just to stop sliding backwards.Game backlog completion timeHow long an unplayed pile takes to clear at your playing hours, and whether it is shrinking at all once new purchases are counted.Crafting resource treeHow much raw material a multi-tier recipe swallows, where every tier is crafted from several of the tier below it.Peeker’s advantageThe head start a player gets by moving around a corner first, added up from both players’ latency, the server tick and the interpolation buffer.Damage reduction stackingCombines several percentage damage reductions the way games actually apply them, one after another, and shows what the naive sum gets wrong.