ARC Raiders DPS Guide: Damage Per Second Explained
DPS is one of the most common numbers used in weapon comparisons, but it is also one of the easiest to misunderstand. It describes a rate of damage under defined firing assumptions, not the guaranteed result of every fight.
Table of Contents
What DPS measures
Damage per second is a rate, not a complete fight simulation. It answers how much damage a weapon would theoretically produce over time if its shots connect according to the chosen firing model. DPS is excellent for comparing sustained output, but it needs context.
Always state what the DPS number includes. Firing DPS and reload-inclusive sustained DPS answer different questions and should not be mixed.
The simple DPS formula
A common simplified model is damage per shot multiplied by shots per second. If a weapon's RPM is known, shots per second can be estimated by dividing RPM by 60. The result is a useful benchmark, provided the damage value and firing assumptions are correct.
Always state what the DPS number includes. Firing DPS and reload-inclusive sustained DPS answer different questions and should not be mixed.
Why reloads are excluded from many DPS numbers
Many DPS figures describe damage while the weapon is actively firing. Reload time pauses that output, so a magazine-based sustained DPS calculation can be lower. Always check which definition you are using before comparing a published number with a calculator result.
Always state what the DPS number includes. Firing DPS and reload-inclusive sustained DPS answer different questions and should not be mixed.
Sustained DPS is a different question
If a target requires several magazines, the reload becomes part of the performance. Magazine capacity, reload duration and total target health then matter together. A weapon with a high firing DPS can lose some of that advantage when it spends more time reloading.
Always state what the DPS number includes. Firing DPS and reload-inclusive sustained DPS answer different questions and should not be mixed.
Accuracy lowers practical output
A theoretical 100 percent hit rate is rarely achieved in a live fight. Misses reduce real damage while movement can also interrupt firing. This is why a lower theoretical DPS weapon can feel stronger when it is easier to control and keep on target.
Always state what the DPS number includes. Firing DPS and reload-inclusive sustained DPS answer different questions and should not be mixed.
When DPS is the right comparison
DPS is especially useful for longer engagements, target damage tests and comparing weapons with similar burst requirements. For short duels, shots to kill and TTK can be more informative. The best workflow is to read all three rather than using DPS as a single ranking number.
Always state what the DPS number includes. Firing DPS and reload-inclusive sustained DPS answer different questions and should not be mixed.
Frequently Asked Questions
Is DPS the only metric that matters?
No. It is one part of the comparison. Damage, shots to kill, TTK, magazine size, reload time and range can change the practical result.
How should I use the calculator?
Set one target profile, compare one variable at a time, and record the result before changing the next assumption.
Can the result change after a balance update?
Yes. Any change to damage, RPM, magazine, reload or range behavior can change the calculated outcome.
Conclusion
DPS is one of the most common numbers used in weapon comparisons, but it is also one of the easiest to misunderstand. It describes a rate of damage under defined firing assumptions, not the guaranteed result of every fight. The best conclusion is therefore conditional: use the option that fits the target, distance and role you are actually preparing for. The calculator is most useful when it makes those assumptions visible and repeatable.