Star Citizen DPS Calculator
Optimize your ship’s weapon loadout for maximum combat efficiency
Weapon Damage Estimator
The damage inflicted by a single shot hitting the target.
Rounds Per Minute. How fast the weapon cycles.
Select 1 for standard guns, more for shotguns/scatterguns.
Total rounds available before reloading or overheating.
Time taken to reload or cool down after depleting ammo.
What is a Star Citizen DPS Calculator?
A Star Citizen DPS calculator is an essential tool for pilots and theory-crafters looking to maximize their combat effectiveness in the ‘Verse. Whether you are flying an Aegis Gladius or a massive Drake Corsair, understanding the damage output of your weapon loadout is critical for survival.
This tool helps players calculate “Damage Per Second” (DPS) based on specific weapon statistics such as Alpha Damage, Rate of Fire (RPM), and Magazine Size. Unlike simple in-game tooltips, a dedicated DPS calculator breaks down the difference between Burst DPS (damage dealt while firing) and Sustained DPS (damage dealt over time, including reloads). This distinction is vital for long engagements against durable targets like Hammerheads or Idris frigates.
Star Citizen DPS Formula and Mathematical Explanation
To accurately evaluate a weapon, we use two primary formulas. Understanding the math behind the Star Citizen DPS calculator allows you to make informed decisions when equipping your ship.
1. Burst DPS Formula
Burst DPS represents the raw damage output while the trigger is held down, ignoring heat or ammo limitations. It is calculated as:
Burst DPS = (Alpha Damage × RPM × Projectiles) / 60
2. Sustained DPS Formula
Sustained DPS accounts for the downtime caused by reloading or weapon cooling. This is a more realistic metric for prolonged fights.
Sustained DPS = Total Magazine Damage / (Time to Empty + Reload Time)
Variable Definitions
| Variable | Meaning | Unit | Typical Range |
|---|---|---|---|
| Alpha Damage | Damage inflicted by a single projectile hitting the hull/shield. | Points | 20 – 2500+ |
| RPM | Rounds Per Minute; the cycling rate of the weapon. | RPM | 60 – 6000 |
| Reload Time | Time required to swap ammo or cool down capacitors. | Seconds | 2s – 15s |
| Magazine Size | Total ammo capacity before a reload is forced. | Count | 15 – Infinite |
Practical Examples (Real-World Use Cases)
Example 1: The Gatling Gun (High RPM, Ballistic)
Consider a Size 4 Gatling gun often used on heavy fighters.
Inputs: Alpha: 35, RPM: 1200, Mag Size: 250, Reload: 4s.
Burst DPS: (35 × 1200) / 60 = 700 DPS.
Time to Empty: 250 / (1200/60) = 12.5 seconds.
Sustained DPS: (35 × 250) / (12.5 + 4) = 8750 / 16.5 ≈ 530 DPS.
Interpretation: Excellent for shredding small fighters quickly, but sustained pressure drops significantly due to reloading.
Example 2: The Laser Cannon (High Alpha, Energy)
Consider a Size 5 Laser Cannon mounted on a Constellation.
Inputs: Alpha: 750, RPM: 120, Mag Size: 20, Reload: 3s.
Burst DPS: (750 × 120) / 60 = 1500 DPS.
Time to Empty: 20 / (120/60) = 10 seconds.
Sustained DPS: (750 × 20) / (10 + 3) = 15000 / 13 ≈ 1153 DPS.
Interpretation: Higher sustained damage makes this weapon superior for attacking large, shielded targets.
How to Use This DPS Calculator Star Citizen
- Input Weapon Stats: Enter the Alpha Damage and RPM from Erkul or in-game data.
- Select Projectiles: Keep at “1” for standard guns. Change to higher numbers for scatterguns.
- Define Capacity: Enter the magazine size (ammo count). For energy weapons, estimate shots before overheat.
- Set Reload Time: Input the time in seconds it takes to reload or cool down.
- Analyze Results: Use the “Burst DPS” for dogfighting small ships and “Sustained DPS” for capital ship warfare.
Key Factors That Affect DPS Results
While this Star Citizen DPS calculator provides raw numbers, several external factors influence actual combat performance:
- Ballistic vs. Energy: Ballistic weapons penetrate shields (partially) but run out of ammo. Energy weapons have infinite ammo but must break shields first.
- Damage Falloff: Most weapons lose damage capability over distance. A weapon with 500 DPS at 500m might only do 200 DPS at 2000m.
- Pip Accuracy & Desync: High RPM weapons require consistent time-on-target. Server desync can cause shots to “ghost,” effectively lowering your applied DPS.
- Capacitor Management: In Star Citizen, energy weapons share power with shields and thrusters. Putting power to weapons increases ammo count and recharge rate, boosting Sustained DPS.
- Armor Reduction: Heavy armor on ships like the Redeemer mitigates damage from small projectiles, reducing the effective DPS of high-RPM, low-alpha weapons.
- Convergence: Fixed weapons offer higher DPS than gimbals but require aiming the entire ship. If weapons are spaced far apart, they may not all hit a small target.
Frequently Asked Questions (FAQ)
1. What is better, Burst DPS or Sustained DPS?
Burst DPS is better for dogfighting agile fighters where you only get short firing windows. Sustained DPS is better for destroying large, slow-moving targets with massive health pools.
2. Does this calculator account for overheating?
You can simulate overheating by treating the “shots until overheat” as the Magazine Size and the “cooling time” as the Reload Time.
3. How do I find the Alpha Damage of my weapon?
You can find these stats in the VMA (Vehicle Manager App) on your mobiGlas or by using external database tools.
4. Why is my in-game damage lower than the calculator says?
This is likely due to shields absorbing damage, range falloff reducing impact, or desync causing missed shots.
5. Do scatterguns really have that much DPS?
Ideally, yes. However, you must be extremely close (point-blank) to land all projectiles. At range, effective DPS drops drastically due to spread.
6. Does power distribution affect DPS?
Yes. Diverting power to weapons (triangle priority) increases the capacitor pool (ammo) for energy weapons, which improves Sustained DPS.
7. Is Ballistic Ammo count considered in Sustained DPS?
The calculator assumes you have spare magazines. If you run out of ballistic ammo completely, your DPS becomes zero.
8. Can I use this for missiles?
Technically yes, if you treat the missile damage as Alpha and the lock/fire time as the refire rate, but missile dynamics are generally too different for this specific tool.
Related Tools and Resources
- Mining Yield Calculator – Calculate potential profit from Quantanium runs.
- Ship Components Guide – Understanding coolers, power plants, and shields.
- Trade Route Planner – Optimize cargo hauling for maximum UEC per hour.
- Ballistic vs. Energy Deep Dive – A comprehensive analysis of weapon types.
- Hydrogen Fuel Calculator – Estimate flight time and range for your ships.
- Best Fighter Loadouts 3.23 – Meta builds for the current patch cycle.