Star Citizen DPS Calculator — Calculate Ship Weapon Burst & Sustained DPS Instantly

Optimize your ship loadout with the most accurate Star Citizen DPS calculator. Compute burst DPS, sustained DPS, alpha damage, and magazine depletion time for all weapon sizes and types.

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Star Citizen DPS Calculator

Select weapon size and type, then enter damage per shot, rate of fire, magazine capacity, reload time, and weapon count to calculate burst DPS, sustained DPS, alpha damage, and time to empty.

Enter your weapon stats above, then click Calculate DPS to see burst DPS, sustained DPS, alpha damage, and time to empty.

Star Citizen DPS Formula Explained

The Star Citizen DPS formula calculates both burst damage per second and sustained damage per second for any ship weapon configuration. Understanding these calculations is essential for comparing weapon loadouts and optimizing your ship's combat effectiveness.

Burst DPS = (Damage Per Shot × Number of Weapons × RPM) ÷ 60
Sustained DPS = (Damage Per Shot × Weapons × Magazine Size) ÷ ((Magazine Size × 60 ÷ RPM) + Reload Time)
Alpha Damage = Damage Per Shot × Number of Weapons
Time to Empty = (Magazine Size × 60) ÷ RPM

DPS Formula Variables

VariableDescriptionUnits
Damage Per ShotRaw damage value per projectile hitHP (hit points)
RPMRounds per minute; cyclic rate of firerounds/min
Number of WeaponsTotal weapons of this type mountedcount
Magazine SizeRounds before reload is requiredrounds
Reload TimeTime to reload a depleted magazineseconds

How Star Citizen DPS Calculation Works

Understanding DPS calculation is fundamental to effective ship combat in Star Citizen. Follow this framework to accurately assess any weapon loadout:

  1. Gather weapon stats — Obtain damage per shot, RPM, magazine capacity, and reload time from in-game weapon displays or erkul.games.
  2. Calculate burst DPS — Multiply damage per shot by RPM, divide by 60, then multiply by weapon count. This is your peak damage output while firing.
  3. Determine firing duration — Divide magazine capacity by RPM and multiply by 60 to find how many seconds you can fire before reloading.
  4. Calculate sustained DPS — Factor in the full fire-reload cycle to get your average DPS over extended combat engagements.
  5. Compute alpha damage — Multiply damage per shot by weapon count for the total damage delivered in a single simultaneous volley.
  6. Compare loadouts — Use burst DPS for ambush scenarios and sustained DPS for prolonged battles to find the optimal weapon configuration.

Star Citizen DPS Calculation Examples

Example 1: Quad CF-337 Panther Loadout (S3 Laser Repeater)

Weapon Size: S3 — 4× CF-337 Panther Laser Repeaters

Damage: 350/shot | RPM: 440 | Weapons: 4 | Mag: 75 | Reload: 2.5s
Burst DPS: (350 × 4 × 440) ÷ 60 = 10,267 DPS
Sustained DPS: (350 × 4 × 75) ÷ ((75 × 60 ÷ 440) + 2.5) = 8,241 DPS
Alpha Damage: 350 × 4 = 1,400 damage per volley

Example 2: Dual M6A Laser Cannon (S3 Laser Cannon)

Weapon Size: S3 — 2× M6A Laser Cannons

Damage: 800/shot | RPM: 180 | Weapons: 2 | Mag: 30 | Reload: 3.0s
Burst DPS: (800 × 2 × 180) ÷ 60 = 4,800 DPS
Sustained DPS: (800 × 2 × 30) ÷ ((30 × 60 ÷ 180) + 3.0) = 3,692 DPS
Alpha Damage: 800 × 2 = 1,600 damage per volley

Example 3: Single AD5B Ballistic Gatling (S5 Ballistic Repeater)

Weapon Size: S5 — 1× AD5B Ballistic Gatling

Damage: 220/shot | RPM: 900 | Weapons: 1 | Mag: 260 | Reload: 4.5s
Burst DPS: (220 × 1 × 900) ÷ 60 = 3,300 DPS
Sustained DPS: (220 × 1 × 260) ÷ ((260 × 60 ÷ 900) + 4.5) = 2,617 DPS
Alpha Damage: 220 × 1 = 220 damage per shot (high RPM compensates)

Star Citizen Weapon Types & Damage Mechanics

Star Citizen features a diverse array of ship weapons across multiple damage types. Each weapon category has distinct characteristics that affect your effective DPS against different targets.

Energy Weapons (Laser)

  • Laser Repeaters — High RPM, moderate damage. Excellent shield stripping. Examples: CF series (Panther, Rhino). Best for consistent pressure.
  • Laser Cannons — Low RPM, high damage per shot. Superior alpha strike potential. Examples: M6A, Omnisky series. Ideal for ambush tactics.

Ballistic Weapons

  • Ballistic Repeaters — Very high RPM, moderate damage. Partial shield penetration. Examples: AD series gatlings. Limited by ammunition capacity.
  • Ballistic Cannons — Slow firing, heavy damage. Significant shield bypass. Examples: Deadbolt series. High alpha but low sustained due to small magazines.

Specialty Weapons

  • Distortion Weapons — Massive shield damage (600% bonus), minimal hull damage. Disables ship components temporarily. Ideal for non-lethal takedowns.
  • Neutron Cannons — High burst damage with moderate splash radius. Effective against both shields and hull at close range.
  • Tachyon Cannons — Extreme range, high projectile velocity. Lower raw DPS but unmatched for sniping builds.
  • Scatterguns — Shotgun-like spread with multiple pellets per shot. Devastating at point-blank range, poor at distance.

Shield vs Hull Damage

Energy weapons deal 100% damage to shields but suffer a ~30% reduction against hull. Ballistic weapons deal ~60% damage to shields but deliver ~40% of their damage directly through shields to hull. Distortion weapons deal 600% bonus to shields but only ~5% hull damage. Always consider your target's shield strength when calculating effective DPS.

People Also Ask About Star Citizen DPS

DPS in Star Citizen is calculated by multiplying damage per shot by the rate of fire and dividing by 60 seconds. Burst DPS ignores reload time while sustained DPS factors in magazine capacity and reload duration. The formula for burst DPS is: (Damage × Weapons × RPM) ÷ 60. Sustained DPS accounts for the full fire-reload cycle and is more realistic for extended combat scenarios.
Burst DPS measures damage output while continuously firing without reloading, representing your peak damage potential. Sustained DPS factors in magazine size and reload time to show your average damage output over extended combat. Sustained DPS is more realistic for longer engagements where reload cycles matter. The gap between burst and sustained DPS grows larger with smaller magazines and longer reload times.
Generally, Size 4 and Size 5 ballistic gatlings like the AD5B and AD4B offer extremely high burst DPS due to their high rate of fire. Laser repeaters such as the CF series provide consistent energy DPS without ammunition concerns. Distortion weapons excel at disabling shields rapidly but have lower hull damage output. For raw burst DPS, quad CF-447 Rhino (S4) or quad AD5B builds dominate current meta calculations.
Shields absorb damage before it reaches the hull. Energy weapons deal full damage to shields but reduced damage to hull. Ballistic weapons have partial shield penetration, allowing some damage to bypass shields entirely. Distortion weapons deal massive bonus damage to shields but minimal hull damage. Effective DPS depends on your target's shield type, strength, and the damage mitigation properties of their shield generator.
Alpha damage refers to the total damage delivered in a single volley or shot from all weapons simultaneously. High alpha damage is crucial for ambush tactics and taking down targets before they can react. Cannons typically have higher alpha damage per shot compared to repeaters, making them ideal for alpha-strike builds. Ships like the Ares Ion exemplify extreme alpha damage design with a single massive cannon.

Frequently Asked Star Citizen DPS Questions

This calculator provides raw weapon DPS values before shield mitigation. To estimate effective DPS against shielded targets, apply the appropriate damage modifier: energy weapons deal ~70% damage to hull after shields drop, while ballistic weapons bypass ~40% of shields. Distortion weapons apply a 600% multiplier to shield damage. Use the raw DPS values as your baseline for loadout comparison.
Absolutely. The calculator is designed for loadout comparison. Run separate calculations for each weapon configuration and compare burst DPS, sustained DPS, and alpha damage side by side. Note the results or use the copy feature to save each calculation. Many pilots use this to decide between repeater-heavy builds for shield pressure versus cannon builds for alpha strikes.
The calculations use the standard DPS formulas derived from Star Citizen weapon stats available through erkul.games and in-game testing. Values are mathematically accurate based on the inputs provided. However, actual in-game DPS can vary due to server tick rate, projectile travel time, convergence distance, and target evasion. Use these calculations as a reliable baseline for theorycrafting and loadout optimization.
For PvE bounty hunting, laser repeaters are the meta choice because they offer unlimited ammunition, consistent shield pressure, and reliable sustained DPS. Quad CF-337 Panther (S3) or quad CF-447 Rhino (S4) builds are popular. For PvP bounties, a mix of laser repeaters for shield stripping and ballistic cannons for hull damage can be effective. Distortion weapons are excellent for disabling bounties without destroying the target.
Overclocking in Star Citizen increases a weapon's rate of fire at the cost of increased heat generation and power draw. This directly increases burst DPS but may reduce sustained DPS if the weapon overheats faster. The exact overclocking multiplier varies by weapon but typically ranges from 10% to 25% RPM increase. Factor overclocking into your calculations by adjusting the RPM input accordingly.
Yes, ammunition capacity significantly affects sustained DPS for ballistic weapons. Ballistic weapons have limited total ammunition and must restock at stations or carriers. While their burst DPS can be exceptional, their sustained DPS over an entire mission is limited by total ammo reserves. Always consider both magazine-level sustained DPS and mission-level ammunition constraints when choosing ballistic loadouts.

Star Citizen DPS & Weapon Glossary

Burst DPS

Maximum damage per second while continuously firing without reloading. Represents peak damage potential in short engagement windows.

Sustained DPS

Average damage per second over a complete fire-reload cycle. More accurate for extended combat where reloads occur regularly.

Alpha Damage

Total damage delivered in a single simultaneous shot or volley from all weapons. Critical for ambush and first-strike tactics.

RPM (Rounds Per Minute)

The cyclic rate of fire measuring how many projectiles a weapon fires in one minute. Higher RPM increases DPS linearly.

Magazine Capacity

The number of rounds a weapon can fire before requiring a reload. Larger magazines improve sustained DPS by reducing reload frequency.

Reload Cycle

The time required to reload a depleted magazine. Longer reload times reduce sustained DPS by increasing the downtime between firing cycles.

Shield Mitigation

The damage reduction applied when a weapon hits a shield. Energy weapons are fully effective against shields; ballistics partially bypass them.

Overclocking

Increasing weapon RPM beyond factory settings at the cost of additional heat and power draw. Boosts burst DPS but risks overheating.

Weapon Convergence

The distance at which wing-mounted weapons converge their fire on a single point. Affects practical DPS at different engagement ranges.

Editorial Review & Methodology

This Star Citizen DPS calculator was built and reviewed by the NumbrWiz Editorial Team. The DPS formulas are based on standard damage-per-second mathematics applied to Star Citizen weapon statistics sourced from erkul.games, in-game testing, and community-verified data from the Star Citizen pilots community.

  • Formula verification: Cross-checked against erkul.games DPS calculator outputs, community theorycrafting resources, and manual in-game testing across multiple weapon configurations.
  • Edge case testing: Tested with single weapons, full loadouts, extreme RPM values, minimum/maximum magazine sizes, and all weapon categories including distortion and specialty weapons.
  • UX review: Designed for intuitive loadout comparison with clear validation, step-by-step breakdown, and accessible result presentation suitable for both new pilots and veteran theorycrafters.

Transparency note: All calculations run client-side in your browser. No data is ever collected, stored, or transmitted. This is an unofficial fan utility tool not affiliated with Cloud Imperium Games. Weapon stats may change with Star Citizen patches. Always verify calculations against in-game performance and erkul.games for the most current data. Results are for planning and theorycrafting purposes.

Page last reviewed: May 2026 · NumbrWiz Editorial Team