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DPS Calculator

Choose weapons, veterancy and upgrade bonuses, battlegroup bonuses, and cover.
Search for a unit above to begin
Search for a unit above to begin

DPS vs. range

Select a unit to plot the DPS–range curve
Accuracy is interpolated between the near/mid/far breakpoints and already includes veterancy and ability bonuses, penetration against the target's armour and cover mitigation. Mortars and howitzers (area-effect weapons) are not part of these curves.

Verdict

Select both units to compare time-to-kill at 20m.

How DPS is calculated

DPS = 精度 × 单发伤害 × 连射时长 × 射速 × (装填频率 + 1)
÷ [ 初次瞄准 + 持续瞄准 × 装填频率 + 前后摇 × (装填频率 + 1)
    + 连射时长 × (装填频率 + 1) + 冷却时间 × 装填频率 + 装填时间 ]

Formula taken from the CoH3 community data compendium.

Accuracy accuracy近 / 中 / 远三个判定点的命中率,点与点之间线性插值;近点以内、远点以外取端值
Damage per shot damagedamage 的 min 与 max 取平均
Burst duration / rate of fire burstburst.duration 与 burst.rate_of_fire,两者相乘即一轮连射发数;单发武器按 1 发计
Rounds per clip reload.frequency一个弹夹打几发,打完进入装填
Initial aim / sustained aim fire_aim_timemax 作初次瞄准、min 作后续每一发的持续瞄准,再乘该距离的 aim_time_multiplier
Wind-up / wind-down wind_up / wind_down + post_firing_aim_time每发之后强制附加的时间
Cooldown cooldown.duration按近 / 中 / 远乘 duration_multiplier
Reload time reload.duration按近 / 中 / 远乘 duration_multiplier

Accuracy:命中率 = 精度 × 目标体积。面板上的精度随距离衰减,曲线按三个判定点线性插值。

Penetration:击穿概率 = 穿甲 ÷ 护甲,逐发独立判定——击穿打满伤害,未击穿没有伤害;击穿概率低于 3% 强制跳弹(护甲 > 34 免疫 1 穿深的步兵子弹)。步兵与建筑护甲无方向性,载具分前 / 侧 / 后(四号坦克 170 / 95 / 70)。

Cover:绿盾 受击精度 ×0.5、伤害 ×0.5;黄盾 受击精度 ×0.5;红盾(马路)受击精度 ×1.25、伤害 ×1.25;驻防 ×0.55 / ×0.5;撤退 ×0.5 / ×0.75。轻武器在 10m 内无视驻防以外的掩体减益。

Area-effect weapons:迫击炮、榴弹炮这类打一片的武器,命中后按落点距离做内 / 中 / 外圈伤害衰减,还要算散布扇环(角散布、径向散布、散布偏移率),本页的曲线只针对单体射击武器。

Other modifiers:高地(步兵武器 ×1.25 精度、机枪 ×1.1);压制(精度 −75%、冷却 +300%);老兵与技能按 WEAPON_ACCURACY_MODIFIER / WEAPON_DAMAGE_MODIFIER / WEAPON_OVERALL_ATTACK_SPEED 累乘。

In-game animations take up part of the cycle (especially on guns), so these numbers are indicative and may read slightly high.

DPS = accuracy × damage per shot × burst duration × rate of fire × (rounds per clip + 1)
÷ [ initial aim + sustained aim × rounds per clip + wind-up/down × (rounds per clip + 1)
    + burst duration × (rounds per clip + 1) + cooldown × rounds per clip + reload time ]

Formula from the CoH3 community data compendium.

AccuracyaccuracyHit chance at the near / mid / far breakpoints, interpolated in between; clamped outside the range.
Damage per shotdamageAverage of the min and max damage values.
Burstburst.duration × rate_of_fireRounds fired in one burst; single-shot weapons count as one.
Rounds per clipreload.frequencyShots before the weapon reloads.
Aim timefire_aim_timeMax is used for the first shot, min for every following shot, scaled by aim_time_multiplier.
Wind-up / downwind_up, wind_down, post_firing_aim_timeForced delay after each shot.
Cooldowncooldown.durationMultiplied by the near / mid / far duration multiplier.
Reloadreload.durationAlso scaled by its distance multiplier.

Hit chance = accuracy × target size. Panel accuracy decays with distance; the curve interpolates between the three breakpoints.

Penetration = penetration ÷ armour, rolled independently for every shot: a penetrating hit deals full damage, a non-penetrating hit deals none. Below 3% the shot is forced to bounce (armour > 34 is immune to 1-penetration small-arms fire). Infantry and buildings have no facing armour; vehicles split front / side / rear (Panzer IV: 170 / 95 / 70).

Cover: green cover ×0.5 accuracy and ×0.5 damage; yellow cover ×0.5 accuracy; red (negative) cover ×1.25 / ×1.25; garrisons ×0.55 / ×0.5; retreating ×0.5 / ×0.75. Small arms ignore non-garrison cover within 10 m.

Area-effect weapons (mortars, howitzers) apply inner/mid/outer damage falloff plus a scatter fan (angular and radial scatter). This page only plots direct-fire weapons.

Other modifiers: high ground (infantry weapons ×1.25 accuracy, machine guns ×1.1); suppression (−75% accuracy, +300% cooldown); veterancy and abilities stack through WEAPON_ACCURACY_MODIFIER / WEAPON_DAMAGE_MODIFIER / WEAPON_OVERALL_ATTACK_SPEED.

In-game animation eats into the cycle (guns especially), so these figures are indicative and may read slightly high.