Crit chance and average damage calculator
Is more crit chance better than more crit damage? Enter your base damage, crit chance, crit multiplier and attack speed to see average damage per hit and per second, and what each extra point of crit adds.
How average damage with crits is worked out
A critical hit multiplies a normal hit by some amount, often two or three. If the chance to crit is c, expressed as a fraction, the average damage per hit is the base damage times one plus c times the multiplier minus one. For example, 200 base damage with a 10 percent chance and a three times multiplier gives 200 times 1.2, or 240. That is an average of 20 percent more than the base hit.
Multiply that average by your attack rate and you have an average damage per second. This is the number to compare when choosing between builds, because it combines how often you crit, how hard crits hit and how fast you attack.
Average damage multiplier by crit chance and multiplier
Average damage as a multiple of base damage for common combinations. Calculated as one plus chance times multiplier minus one.
| Crit chance | x1.5 multiplier | x2 multiplier | x3 multiplier |
|---|---|---|---|
| 10% | 1.05 | 1.10 | 1.20 |
| 25% | 1.125 | 1.25 | 1.50 |
| 50% | 1.25 | 1.50 | 2.00 |
| 75% | 1.375 | 1.75 | 2.50 |
| 100% | 1.50 | 2.00 | 3.00 |
Chance versus multiplier
The two stats multiply each other, so which one is worth more depends on the other. Adding five points of chance to a build with a three times multiplier adds more than the same points to a 1.5 times one, because each extra crit is worth more. In the same way, adding to the multiplier is stronger when your chance is already high. The calculator tests a five point chance upgrade against a quarter point multiplier upgrade and names the better one for your current build.
Most games cap crit chance at 100 percent. Once you reach it, every point of multiplier is guaranteed to be used, so the choice is made for you. Before the cap, balance the two so neither is far ahead of the other.
Beyond average damage
Averages ignore variance. Two builds with the same average can feel very different, since a low-chance high-multiplier build has big swings and a high-chance low-multiplier build is steady. For short fights or bosses with phases, steadiness can matter more than the average. For long fights, the average dominates.
Real games have other layers such as armour, resistances, buffs and damage caps, so use this as a first filter. Combine it with the time to kill calculator and the loot drop chance calculator for farming plans, and compare costs with the cost per hour calculator.
How to use the crit chance and damage calculator
- Enter the base damage of a normal hit.
- Enter your crit chance as a percentage.
- Enter the crit multiplier, for example 2 for double damage.
- Add your attacks per second to get damage per second.
- Check which upgrade adds more average damage next.
Common mistakes to avoid
- Comparing crit chance and crit damage without using the same base.
- Ignoring the 100 percent chance cap in some games.
- Judging a build on a few fights, where luck dominates.
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Keep going with these: Loot drop chance calculator, Time to kill calculator, Cost per hour of gaming calculator, Gaming backlog completion calculator, best graphics cards guide.
Frequently asked questions
How do I calculate average damage with crits?
Multiply base damage by one plus the crit chance as a fraction times the multiplier minus one. For 200 damage, 10 percent crit and a three times multiplier that is 200 times 1.2, or 240 damage per hit on average.
Is crit chance or crit damage better?
It depends on your current stats. Chance is stronger when the multiplier is high, and the multiplier is stronger when chance is high. The calculator compares a five point chance upgrade with a quarter point multiplier upgrade and names the better one.
What is a good crit chance?
There is no single answer, because it depends on the game and the multiplier. A common target is to raise chance until it is balanced with the multiplier, then push both. Many games cap chance at 100 percent, which sets a clear limit.
Why does my real damage differ from the average?
Crits are random. Over a few hits you can be far above or below average. The average describes what you get across many hits, so judge builds over long fights, not a handful of attacks. Test builds over a long run before you judge them.
Does this work for every game?
It models the common case where each hit crits independently and the multiplier applies to the whole hit. Some games add bonus damage, separate crit layers or caps, so treat the result as a guide and check the game for exact rules.
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