osrsmath

OSRS DPS Calculator With Loadout Comparison

Pick a monster to fill in its stats, then set your gear slot by slot along with your attack style, potion and combat boost. The calculator returns your max hit, chance to hit, damage per second and time to kill, and a second loadout lets you test which setup wins. Choose the monster first, because its defence against your attack style decides most of the result.

Abyssal demon (Standard), level 124: 150 hitpoints, Defence 135, Magic 1, stab 20, slash 20, crush 20, magic 0, ranged 20

Loadout 1

Max hit47
Accuracy79.11%
DPS7.753
Time to kill21.3 s

Average hit 18.61 · attack roll 28,950 · defence roll 12,096 · 2.4 s per attack

Lash (slash, controlled), super combat potion, Melee: +20% Attack, +23% Strength (level 70).

  • HeadHelm of Neitiznot
  • CapeFire cape
  • NeckAmulet of fury
  • AmmoEmpty
  • WeaponAbyssal whip
  • BodyFighter torso
  • ShieldDragon defender
  • LegsDragon platelegs
  • HandsBarrows gloves
  • FeetDragon boots
  • RingBerserker ring (i)

Loadout 2

Max hit48
Accuracy79.94%
DPS8.001
Time to kill20.7 s

Average hit 19.20 · attack roll 30,150 · defence roll 12,096 · 2.4 s per attack

Lash (slash, controlled), super combat potion, Melee: +20% Attack, +23% Strength (level 70).

  • HeadHelm of Neitiznot
  • CapeFire cape
  • NeckAmulet of fury
  • AmmoEmpty
  • WeaponAbyssal tentacle
  • BodyFighter torso
  • ShieldDragon defender
  • LegsDragon platelegs
  • HandsBarrows gloves
  • FeetDragon boots
  • RingBerserker ring (i)

Loadout 1 against popular monsters

MonsterHitpointsMax hitAccuracyDPSTime to kill
Abyssal demon Standard1504779.11%7.75321.3 s
Gargoyle Upstairs1054775.15%7.36516.3 s
Greater demon Level 92874790.05%8.82511.6 s
Hellhound Level 1221164787.73%8.59815.3 s
Fire giant Level 861114791.43%8.96114.1 s
Black demon Level 1721574782.20%8.05621.4 s
Ankou Level 75604792.37%9.0538.3 s
Dagannoth Rex2554717.19%1.6842 min 40 s
Vorkath Post-quest7504737.74%3.6983 min 27 s
Corporeal Beast2,0004717.19%1.68419 min 56 s

Special attacks, bolt effects and set effects not listed above are not included. Results assume you attack without pause, and time to kill counts attacks only.

Reading the results

  • Max hit is the biggest number this setup can roll. It only moves at breakpoints, so a small strength upgrade can change nothing.
  • Accuracy is the chance that one attack passes the hit check against this monster's defence for the style you picked.
  • DPS is average damage per second over a long fight, misses included. It is the number to compare setups on.
  • Time to kill is roughly the monster's hitpoints divided by your DPS. Real kills run a bit longer because of overkill on the last hit, walking and switches.

The DPS formula, step by step

Melee and ranged follow the same order, and the game rounds down at almost every stage. Magic uses its own versions of the first three steps, but the hit chance and DPS steps are the same.

  1. Effective level. Boosted level × combat boost multiplier, rounded down. Add the style bonus (+3 for accurate, +1 for controlled on Attack; +3 aggressive, +1 controlled on Strength), then add 8. A full void set multiplies the result by 1.1.
  2. Attack roll. Effective Attack × (your attack bonus for that style + 64), then any target bonus such as a slayer helm or salve amulet.
  3. Defence roll. For a monster: (Defence level + 9) × (its defence bonus against your style + 64).
  4. Hit chance. If your attack roll is higher: 1 − (defence roll + 2) ÷ (2 × (attack roll + 1)). If not: attack roll ÷ (2 × (defence roll + 1)).
  5. DPS. Hit chance × average damage of a landed hit, divided by the weapon's attack speed in seconds. One game tick is 0.6 seconds.

A landed hit rolls evenly from 0 to your max hit, and a 0 on a successful hit is raised to 1. That makes the average landed hit a touch over half the max.

Worked example: a 4-tick weapon against a tanky monster

Say 99 Attack and Strength, a super combat potion, the level 70 melee boost and aggressive style on a 4-tick slash weapon, with +130 slash attack and +110 strength bonus in total. The target has 100 Defence and +50 slash defence.

  • Boosted level: 99 + 14 + 5 = 118 in both Attack and Strength.
  • Effective Attack: 118 × 1.20 = 141, nothing for aggressive, + 8 = 149. Attack roll: 149 × 194 = 28,906.
  • Effective Strength: 118 × 1.23 = 145, + 3 + 8 = 156. Max hit: 0.5 + 156 × 174 ÷ 640 = 42.9, so 42.
  • Defence roll: 109 × 114 = 12,426.
  • Hit chance: 1 − 12,428 ÷ 57,814 = 78.5%.
  • DPS: 0.785 × 21.02 ÷ 2.4 = about 6.9.

Put the same player on a slayer task with a black mask or slayer helmet and both the attack roll and max hit go up by a sixth. Accuracy rises to 81.6%, the max hit to 49, and DPS from about 6.9 to about 8.3. That is a 21% gain from one item, which is why the helmet stays on for every task.

Attack speed matters as much as max hit

WeaponTicksSeconds
Abyssal whip, scimitars, daggers42.4
Scythe of Vitur53.0
Elder maul63.6
Darts and toxic blowpipe on rapid21.2

A slow weapon with a higher max hit can still lose. An elder maul needs half again the damage per swing of a whip just to break even, because it attacks every 3.6 seconds instead of 2.4. Rapid style takes a tick off ranged weapons, which is why it is the default for most ranged setups.

Why your DPS looks lower than expected

  • Wrong attack type. A whip only slashes. A monster with high slash defence and weak stab defence wants a stab weapon instead.
  • Defence not lowered. A landed dragon warhammer special cuts the target's current Defence by 30%, which feeds straight into the defence roll.
  • Bonuses that do not stack. For melee, the salve amulet and slayer helm bonuses do not combine. Only the salve applies against undead.
  • Negative bonuses. Tank gear or a shield with negative attack stats drags the attack roll down more than people expect.

When you plan an upgrade, change one slot in the second loadout and compare. The melee gear progression and best in slot lists cover what to buy next, and the melee max hit calculator shows how far you are from the next breakpoint. For a common first test, try a Vorkath preset with a dragon hunter lance against your usual weapon.

Questions players ask

How is DPS calculated in OSRS?

Work out your attack roll and the monster's defence roll, turn those into a hit chance, then multiply the hit chance by the average damage of a landed hit (a little over half your max hit). Divide that by your weapon's attack interval in seconds, where one tick is 0.6 seconds. The result is your average damage per second.

Is max hit or attack speed more important?

Neither on its own. DPS is damage per hit divided by time between hits, so a 4-tick weapon needs only two thirds of the damage per swing of a 6-tick weapon to match it. Compare setups on DPS, not on max hit.

Why is my accuracy so low against some bosses?

The monster's defence roll uses its Defence level plus 9, times its defence bonus against your attack type plus 64. Bosses with high Defence or a big bonus against your style can push your hit chance well under half. Switching attack type, lowering their Defence with a special attack, or adding a target bonus like a slayer helm all help.

How do I compare two gear setups?

Fill in the first loadout, then copy it to the second and change one thing at a time: a weapon, a ring, a combat boost. The calculator shows DPS and time to kill for both, so you can see what each upgrade is really worth before you buy it.

Does the slayer helmet boost DPS off task?

No. The black mask and slayer helmet bonus of one sixth to melee accuracy and damage only applies to monsters on your current slayer task. Off task it only gives its normal equipment stats.