Interactive Tool
Damage & DPS Calculator
Break down every swing in Vampires vs. Werewolves: see your normal hit, critical hit, DEF-mitigated loss, and expected DPS in real time. Load a subclass preset or dial in your own numbers — everything computes locally in your browser.
Subclass Multiplier Presets
Active preset: Ravager (Werewolf).
Results
Est. DPS
0
Avg Hit
0
Crit Hit
0
DEF Mitigation
0%
| Component | Value |
|---|---|
| Raw hit (pre-mitigation) | 0 |
| Blocked by DEF | 0 |
| Normal hit (landed) | 0 |
| Critical hit (landed) | 0 |
| Average hit (crit-weighted) | 0 |
| Attack rate | 0/s |
| Damage per second (DPS) | 0 |
landed_hit = ATK × class_mult × (1 − DEF / (DEF + 100))
crit_hit = landed_hit × crit_mult
avg_hit = landed_hit × (1 − crit%) + crit_hit × crit%
DPS = avg_hit × attack_speed
Damage Calculator FAQ
Each landed hit equals base ATK multiplied by your class multiplier, then reduced by enemy DEF. Mitigation follows a softening curve: the blocked fraction is
DEF / (DEF + 100). So a landed normal hit = ATK × class multiplier × (1 − DEF / (DEF + 100)).
DPS is your expected damage per swing multiplied by attack speed (swings per second). Expected damage per swing blends normal and critical hits by their probability:
avg = normal × (1 − crit) + crit_hit × crit.
A softening curve gives diminishing returns on DEF, matching the VvW battle system. Each point of DEF is worth less than the last, so stacking armor never reduces incoming damage to zero and low-DEF targets still take meaningful hits.
It represents the combined skill scaling of your active ability, weapon coefficient, and passive buffs for a typical build. Bruiser subclasses sit around 1.4–1.7, while high-crit assassins run lower base multipliers because their damage comes from criticals.
Crit multiplier is applied after mitigation to the already-multiplied hit. A critical equals the landed normal hit multiplied by your crit multiplier (1.5–2.5 in VvW, scaled by LCK). It does not double-dip the class multiplier.
They load typical stat ranges for the three vampire lines (Nightblade, Blood Reaver, Sanguimancer) and three werewolf lines (Ravager, Pack Alpha, Moon Shaman). Presets are starting points for comparison, not fixed caps.
No. All computation runs locally in your browser with plain JavaScript. There are no network requests, no accounts, and nothing is stored or transmitted.
The model mirrors the documented battle-system formula, so it is accurate for planning and comparing builds. Live combat also factors positional bonuses, elemental resistances, buff uptime, and the day/night cycle, which this planner treats as averaged into the class multiplier.
The average hit blends normal and critical hits by probability, so it always sits between the two. If crit chance is 0 percent, the average equals the normal hit; as crit chance rises the average moves toward the critical value.
It depends on your subclass. High-crit assassins gain more from crit chance and attack speed because more swings mean more crit rolls. Slow bruiser and caster subclasses favor raw ATK and class multiplier, since each heavy hit already carries most of the damage. Test both here.