DPS Calculator
DPS vs. range
Verdict
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: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.
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.