
Diablo 4 S14 DPS-per-Skill and Toughness Calculator
I've put together a DPS-per-skill and Toughness calculator for Diablo 4 as of S14.
https://docs.google.com/spreadsheets/d/1eovDFtu2De4qdGUpAvF2lPy06OBz74vwv_aMah-jgOA/edit?usp=sharing
If this looks overly complicated, it is, but so are DPS and Toughness calculations in the game. Sites like Maxroll have good guides for both to walk you through them. Damage guide here, Toughness guide here.
Feel free to copy and edit. It should work for any class, but I play Minion Necromancer, so you'll see values relevant for that build here.
I have a tab for instructions and footnotes, but some general instructions for accuracy:
The main point of this document is for comparing builds with different gear or skill choices, so you can be more educated before spending mats to change your build. To do this comparison most cleanly, copy the Sheet, and in Cell B11, type in the name of the other Sheet with the alternative setup. The orange text in both zones (Damage and Toughness) tells you what the current Sheet looks like compared to the other Sheet.
If your build primarily uses one skill for damage, this is a general DPS calculator. If your build does substantial damage with multiple skills, use one sheet per skill, and ensure that the bonuses you enter are relevant to the skill in question. The sheet doesn't have access to metadata to ensure the skill only incorporates relevant bonuses.
The green cells are for editing. Anything not green is best left alone, but I didn't lock any cells, so go nuts if you want to.
For precision, be careful about entering correct values for things like Additive Damage or Armor/Resistances. Don't enter the big number in the Character Sheet. Enter the pre-multiplier sum. These are in the character sheet, but kind of hidden. Armor and Resistance percentage bonuses are particularly important. Raheir's Aegis doesn't provide 15% bonus All Resist unless you have no other sources of % All Resist bonus, including Paragon. If you want to see how much Toughness you gain with a bonus granting +% Armor or +% All Resist, that box needs to be accurate with all of your bonuses.
It's slightly complicated to accurately calculate DPS when crit chance or vulnerable uptime are not 100%, but these capabilities are built into the document. Just try to be accurate with crit chance and vuln uptime, and make sure to include the word "Crit" or "Vuln" in the "Source" cell for each bonus if you want them correctly calculated. Damage per hit is averaged incorporating crit and vuln chance; if your crit strikes deal 100 damage, your non-crit strikes deal 20 damage, and crit chance is 80%, the "Dmg per Hit" value will read 84.
Attacks per second (APS) are generally in the 1-5 range and can be counted on the target dummy in-combat. For Summon builds, damage-per-Summon should be multiplied by the number of Summons. I run a Skeletal Warriors build; 12 Warriors x 2 APS/Warrior = 24 APS. For stuff like Whirlwind, you may need to record and slow down the video to count tics per second on the dummies. And this calculator isn't set up for DoT builds, but it should tell you the total damage of the DoT, so you can divide that by the seconds of DoT x 2 to get the damage per tic contributed by the Skill in question (as DoTs tic 2x per second).
Proper uptime assessment can make the DPS more accurate, especially when considering changes that don't affect raw damage, just skill modifier uptime (like CDR). Sometimes it's easy to calculate, like Necro Essence Glyph on non-Healthy enemies (non-Healthy = 80% or less health). Others need to be calculated in combat or on the target dummy. Crowd Control like Frozen is particularly tricky; the target dummies get resistance to CC in a way that real enemies do not.
If you have Qs or spot bugs, feel free to comment below, I'll try to address.