Enter base damage
Use the average damage of a normal hit. If the game shows a damage range, use the midpoint for a neutral estimate and record the range separately for a cautious comparison.
Estimate sustained weapon damage before you spend rare ores. Enter a weapon's damage, attack interval, forge multiplier, critical stats, and target reduction to compare a practical DPS estimate for The Forge builds.
Free same-page damage estimateThis calculator turns the stats you already know into a transparent planning estimate. It does not pretend to reveal a private game formula: use the result to compare weapons, then verify unusual values in Roblox after an update.
Use decimal values when the game shows them. If you do not know a bonus, start with 1.00 for a neutral multiplier and 0 for a missing percentage.
Enter all six values, then calculate to see final DPS, average hit, attack rate, and ten-second damage. The calculator keeps the formula visible so you can audit the estimate.
Formula: average hit = base damage × multiplier × [1 + critical chance × (critical multiplier − 1)]. Final DPS = average hit ÷ attack interval × (1 − target reduction).
DPS means damage per second: the average damage a weapon can deliver over time when its attack rhythm, bonuses, critical hits, and target mitigation are considered. In The Forge, two weapons with similar damage per hit can feel very different when one attacks faster or has a more useful trait. This tool makes that trade-off visible instead of ranking a weapon from one damage screenshot.
For a fair comparison, keep the target reduction and critical assumptions the same for every weapon. Change only the weapon damage, attack interval, or bonus you are testing. A higher number is useful for planning, but it is still an estimate: range, missed swings, enemy movement, animations, cooldowns, and game updates can change real combat performance.
The calculator is designed for quick build comparisons. You can start with a simple damage and speed check, then add critical and mitigation assumptions when you have better information.
Use the average damage of a normal hit. If the game shows a damage range, use the midpoint for a neutral estimate and record the range separately for a cautious comparison.
Enter the seconds between attacks rather than attacks per minute. A weapon that hits every 0.8 seconds should use 0.8, while a weapon that hits every 1.6 seconds should use 1.6.
Put the combined damage bonus in the multiplier field. For example, 35% extra damage becomes 1.35. Keep the value at 1.00 when you are comparing only the base weapon.
Review final DPS, raw DPS, average hit, attack rate, and ten-second damage together. Then test the same inputs against a second weapon or a safer fallback recipe before crafting.
These examples show how to read the calculator. They are not official The Forge weapon stats; replace them with values from your current build or in-game testing.
| Goal | Example inputs | What to compare | Decision signal |
|---|---|---|---|
| Fast farming weapon | Lower damage, 0.8–1.0 seconds per hit, 1.00 multiplier | Attack rate and final DPS against a low-resistance target | Prefer the faster weapon when the final number and control feel are both useful |
| Heavy boss weapon | Higher damage, 1.5–2.0 seconds per hit, 1.25 multiplier | Ten-second damage after a consistent target reduction | Keep it when large hits outweigh missed timing in your boss window |
| Critical build check | Same weapon with 0% and 20% critical chance | Average hit and final DPS change, not only the critical hit number | Use the critical setup only when the expected gain justifies the build cost |
| Ore or trait comparison | Same weapon with 1.00 and 1.15 multipliers | DPS gain per extra multiplier and the recipe cost | Save rare ores when the improvement is too small for the attempt cost |
Good calculator results depend on consistent inputs. These guardrails keep a typo or an unrealistic assumption from creating a misleading number.
All six fields are required because a DPS result without timing or a multiplier cannot be compared fairly. The page keeps the result area empty until a complete input set is submitted.
The attack interval must be at least 0.1 seconds. If a value is smaller, check whether the game is showing animation frames, a cooldown, or a different speed statistic.
Critical chance is entered as a percentage, so 15 means 15%, not 0.15%. The calculator converts it before applying the expected critical contribution.
Reduction is capped below 100% so the result remains a useful estimate. If a target is fully immune, report the matchup as unavailable instead of treating it as ordinary DPS.
The Forge updates can change weapon stats, traits, attack animations, or enemy resistance. Recheck the inputs after a balance patch and do not treat an old result as permanent.
This is a transparent planning estimate, not an official Roblox or The Forge combat calculator. It assumes a steady attack cycle and uses expected critical damage. It does not model hitbox size, range, stagger, missed attacks, enemy movement, cooldown windows, status effects, armor break, or animation canceling.
For crafting decisions, compare the estimate with the cost and chance of producing the weapon. A small DPS improvement may not justify spending a rare ore, while a lower paper DPS weapon may be better if it has safer range or a faster real attack pattern. Use the site's Best Weapons guide for role-based context, then test your exact numbers here.
No input is uploaded or saved by this page. Calculations run in your browser. If a value comes from a community guide, check its date and compare it with current in-game behavior before using it as a source of truth.
The calculator multiplies base damage by the damage multiplier and expected critical contribution, divides by seconds between hits, then applies target reduction. The complete formula is shown under the result so you can audit every assumption.
Enter the average damage of one normal hit and use the seconds between those hits. If a weapon is defined by a multi-hit combo, estimate the average damage per hit and the average time for the complete loop instead of mixing combo damage with a single-hit interval.
Convert the percentage to a multiplier by adding it to 1. A 20% bonus becomes 1.20, a 35% bonus becomes 1.35, and a 100% bonus becomes 2.00.
No. Faster attacks improve the attack-rate part of the estimate, but a slower weapon can still win if its damage, multiplier, critical profile, or target matchup is stronger. Compare final DPS and ten-second damage with the same assumptions.
Use it as a planning tool, not as an official formula source. The calculator cannot know hidden game logic or every update. Verify the base stats and real combat behavior in Roblox before committing rare materials.
Screenshots and tier lists may use different enemy resistance, traits, critical assumptions, attack windows, or patch versions. Re-enter the same assumptions here and compare the raw and reduced numbers separately.
DPS is only one part of a good craft. Use these related pages to connect damage estimates with weapon choices, ore value, and the main crafting calculator.