⚔️ RotMG Damage Calculator
Calculate your exact DPS, damage per shot, and shots to kill against any enemy in Realm of the Mad God
| Weapon | Class | Dmg Range | RoF | Shots | Avg DPS (0 DEF) |
|---|---|---|---|---|---|
| T14 Sword (Demonblade) | Warrior/Knight/Paladin | 225–290 | 1.5/s | 1 | 386 |
| T14 Staff (Envy) | Wizard/Necromancer | 105–140 | 4/s | 2 | 980 |
| T14 Bow (Crystal Bow) | Archer/Huntress | 85–110 | 2/s | 3 | 585 |
| T14 Wand (Divinity) | Priest/Sorcerer | 200–250 | 2/s | 1 | 450 |
| T14 Dagger (Etherite) | Rogue/Assassin/Trickster | 140–185 | 2/s | 1 | 325 |
| T14 Katana (Sadamune) | Ninja/Samurai | 175–220 | 1.75/s | 1 | 345 |
| Enemy | Location | DEF | Max HP | Notes |
|---|---|---|---|---|
| Oryx the Mad God 3 | O3 / Sanctuary | 50 | 350,000 | Phase-based HP |
| Void Entity | The Void | 40 | 250,000 | Multiple phases |
| Marble Colossus | The Shatters | 30 | 120,000 | Can become immune |
| Oryx the Mad God 2 | Oryx's Castle | 30 | 80,000 | Common endgame boss |
| Killer Bee Queen | Beehive | 5 | 8,000 | Early-mid dungeon |
| Ghost of Skuld | Undead Lair | 10 | 15,000 | Mid-tier dungeon |
| Belladonna | Garden of Envy | 35 | 150,000 | High DEF boss |
| Archdemon Malphas | Abyss of Demons | 20 | 40,000 | Common farming target |
| ATT Stat | Damage Multiplier | Example (200 Base Dmg) | Gain Over 0 ATT |
|---|---|---|---|
| 0 (naked) | 1.00x | 200 | — |
| 25 | 1.50x | 300 | +100 |
| 50 | 2.00x | 400 | +200 |
| 60 | 2.20x | 440 | +240 |
| 70 | 2.40x | 480 | +280 |
| 75 (max base) | 2.50x | 500 | +300 |
| 85 (w/ boost) | 2.70x | 540 | +340 |
| 100 (w/ boost) | 3.00x | 600 | +400 |
Note: The information comes from expert player-summary and community resources tied to Range of the Mad God.
In Range of the Mad God, the damage depends on the basic weapon damage, the attack stat and the dexterity stat, together with the defence of the opponent. The core of the formula starts at 50% of the weapon damage when the attack is zero. Every point in attack adds 2% extra weapon damage above that base.
How Damage Works in Range of the Mad God
Like this the attack stat matters a lot when you try to hit harder targets.
Stats for DPS show how many damage a character can deal to enemies over time. It depends on the range of basic weapon damage, the attack stat and the dexterity stat. There are calculators for DPS that use the real game formula to estimate damage per second against enemies with defence of 0 up to 100.
Those resources help players pick better gear and avoid casual choices for gear.
The dexterity decides the speed of attacks of the character. The number of attacks per second equals 1.5 plus 6.5 times the dexterity divided by 75. For instance, with 20 dexterity, the character would attack around 3.233 tiems each second.
At 75 dexterity, that jumps to 8 attacks each second. When a character attacks quickly, the boost for damage helps more. For slow attacks, boost of attack stat is more efficient.
Defence works as one point reduction for one point of damage. It limits to 90% of the total damage, like this enemies never can block everything entirely. Some items have abilities that grow their impact based on certain stats.
For instance, the Honeytomb Snare four the Huntress gets bigger radius, damage and slow time based on dexterity.
Effects of stats play a big role also. The buff Damaging multiplies the output of damage by 1.5. Berserk is another effect, and both appear commonly in talks about builds.
The poison of Assassin now gives boost to weapon damage against poisoned targets, what helps the class fill his role in the damage trio.
Any single shot in the game reaches more than roughly 400 of damage. Only few pass 300. Dying right away usually means either not being in full health or getting several shots at once.
The boss Avatar has attacks that burst in many shots and can kill in short order. Being “shotgunned” means getting a burst of damage from a boss, that removes the character from the game.
The Serpent Pit is mid-game cave, where single shots do not do big damage, but packed enemies in narrow halls can stack enough blows to kill. There is also a state of invincibility, used by certain items and most bosses between phases, where the hit creature does not take damage from attacks, but still can be reached by effects of stats and natural dangers like lava.
Thresholds of damage for Soulbound matter for loot also. Some hundreds of damage on most bosses are enough to qualify. Reaching that threshold is thebase for all those calculations of drops.
