Critical Damage to Damage per Second Calculator (Simple)

Unless you know something I don’t, the general rule of thumb has always been “boost chance until 50%, then boost damage.”

Now again, I don’t know if that varies from gun to gun. All I know is that is the formula I follow for a critical build.

50% crit chance is not always the best; with 100% crit dmg it goes great, but if you have either too much or too low crit damage -like 50% crit dmg or 180% crit damage- the best option is to swap some infrared for target coprocessor. I’ll show you the next examples:

If you have 2000 dps:

  1. A LRF with beams:

a) With 52% crit chance and 176% crit dmg–>3830,4 total dps

b) With 62% crit chance and 153% crit dmg–>3897,2 total dps

  1. a gunship with bubbles (2k dps):

a) With 45% crit chance and 80% crit dmg–>2720 total dps

b) With 35% crit chance and 103% crit dmg–>2721 total dps. For this case DPS difference is minimal, however if you use aim overcharge (+59% when mk5 T5) things change:

a2) 100% crit chance (waste of 4%) and 80% crit dmg–>3600 total dps

b2) 94% chance and 103% dmg–>3936,4 total dps. Overdrive accentuates this difference in a significant amount.

Overall for gunships you will not want to exeed 40% crit chance, otherwise you will be wasting crit chance (wich could be crit dmg instead) while aim overcharge is active.