Star Citizen Ship DPS Calculator: Loadout Total Damage

Star Citizen Ship DPS Calculator

Add up to four weapon groups by size, count, alpha damage, and fire rate to find total burst DPS, capacitor-limited sustained DPS, single-salvo alpha strike, and time to kill a target hull.

🚀Loadout Presets

🔫Weapon Groups

Values are illustrative and patch-dependent. Star Citizen weapon stats change between game versions, so treat these as planning estimates, not live figures. Set a group count to 0 to skip it.

Weapon Group 1
Weapon Group 2
Weapon Group 3
Weapon Group 4

⚙Combat Settings

Share of time energy guns can fire before capacitor drains. Only affects energy groups.

Effective fire share for ballistics over an engagement before ammo runs out.

Combined hull and shield health of the target you want to destroy.

Share of shots that land on target. Lowers effective DPS and lengthens time to kill.

Total burst DPS 0 all guns firing at once
Sustained DPS 0 capacitor and ammo limited
Alpha strike 0 damage of one full salvo
Time to kill 0 s at effective sustained DPS

🔢DPS Formula Snapshot

AAlpha damage
rpm/60Shots per second
NWeapon count
AĂ—rpsĂ—NGroup DPS

📊Per-Group Breakdown

GroupSizeTypeCountAlphaRPM1x DPSGroup DPS
Enter weapon groups above to see the per-group DPS breakdown.

đź—‚Weapon Comparison Grid

Example WeaponSizeTypeAlphaRPM1x DPSx4 Total DPS
S1 Laser Repeater1Energy19015004,75019,000
S2 Laser Cannon2Energy4207805,46021,840
S3 Laser Cannon3Energy4809007,20028,800
S3 Ballistic Gatling3Ballistic15015003,75015,000
S4 Laser Cannon4Energy8806008,80035,200
S4 Ballistic Cannon4Ballistic8204205,74022,960
S5 Laser Cannon5Energy145042010,15040,600
S5 Ballistic Scattergun5Ballistic12001503,00012,000
Sample check 200 @ 12003Energy20012004,00016,000

📏Weapon Size DPS Ranges

SizeTypical AlphaTypical RPM1x DPS RangeCommon Role
Size 1120 – 2201000 – 15003,000 – 5,500Light fighter turrets, snub
Size 2300 – 450700 – 11004,500 – 7,000Light fighter main guns
Size 3440 – 520800 – 12006,500 – 9,000Medium fighter main guns
Size 4800 – 950420 – 6507,500 – 10,500Heavy fighter, gunship
Size 51300 – 1600350 – 4809,500 – 12,000Capital turrets, bombers

🔄Energy vs Ballistic vs Sustained

FactorEnergyBallisticSustained Effect
Ammo limitNone, uses capacitorFinite magazineBallistics stop when empty
Fire durationCapacitor uptime %Ammo uptime %Both trim burst to sustained
Alpha per shotLower to mediumHigher per hitBallistics spike alpha strike
Fire rateOften higher rpmOften lower rpmHigh rpm raises burst DPS
Shield vs hullStrong vs shieldsBypasses some shieldsMix balances the profile
Heat buildHeat and capacitorLow heat, recoilOverheat cuts real uptime

🎯Fire Rate Impact on DPS

Alpha600 rpm900 rpm1200 rpm1500 rpm
2002,0003,0004,0005,000
4404,4006,6008,80011,000
4804,8007,2009,60012,000
8808,80013,20017,60022,000

⚙Full Formula Breakdown

Shots per secondrps = fire rate rpm / 60. A gun at 1200 rpm fires 20 shots each second.
Per-weapon DPS1x DPS = alpha damage Ă— rps. For 200 alpha at 1200 rpm: 200 Ă— 20 = 4,000 DPS.
Group DPSGroup DPS = count Ă— per-weapon DPS. Four of the 4,000 DPS gun make 16,000 DPS.
Total burst DPSSum of every group DPS across all four weapon groups firing together.
Alpha strikeAlpha strike = sum of (count Ă— alpha) for all groups: the damage of a single synced salvo.
Sustained DPSEnergy groups Ă— capacitor uptime, ballistic groups Ă— ammo uptime, summed, then Ă— hit accuracy.
Time to killTTK = target HP / effective sustained DPS. Shots to kill = target HP / alpha per salvo.

đź’ˇLoadout Tips

Energy tip: Energy weapons never run out of ammo but are capacitor-limited. Once the capacitor drains, your real sustained DPS drops to the uptime percentage, so plan bursts around recharge windows.
Ballistic tip: Ballistics hit hard per shot and ignore capacitor drain, but they run out of ammo. Big alpha strike numbers mean little if the magazine empties before the target hull is gone.

In space combat, you pull up on an unfriendly freighter in your ship, lock target, and open fire. Your enemy’s hull sparks as its shields start taking damage. But before long, you’re out of ammunition or have drained your capacitor, and the enemy ship keep flying. It seems like it should of be intense Star Citizen combat…but the numbers show that your build just doesn’t has the sustained output. That’s where this calculator comes into play.

Most pilots is concerned about the alpha damage, the straight-up punch a shot or salvo provides. Big numbers pop up on screen; enemy shields goes down fast. But alpha doesn’t paint an accurat picture of how well something will hold a point against another ship. High-alpha weapons with a low rate of fire might look devastating initially, but won’t do much after ten seconds of engagement.

How to Use the Weapon Calculator

Plug in your gun stats, and the calculator will crunch numbers. You’ll get actual damage per second information based off real world performance instead of just the sound of shots being fired.

Switching from ballistic to energy weapon also affects how you calculate your uptime. An energy weapon use a capacitor (a type of battery) as its power source. As long as it has charge, it fires non-stop. When its charge depletes, it cease firing completely and doesn’t shoot again until the capacitor refill. That’s why the capacitor uptime slider exists; it considers this period when your guns is cooling off. For instance, setting it to 70 percent means you’ll assume you can’t do any damage thirty percent of the time.

Ammo for ballistic weapons, on the other hand, functions in magazine clip. So once your ammo box is depleted, you won’t be able to do any damage until you reload. And reloading in the middle of a dogfight takes time. Adjusting ammo availability allows you to see how many Dps you’ll actualy get over time versus peak potential.

Damage per second is driven by fire rate. Small alpha isn’t so small if you’re firing it many times per minute. Maybe you mount a Size 3 laser with a decent amount of damage per shot, but it fires three times a second? That’s some serious throughput. It’s a combination of those two numbers and the tool will tell you both your burst capability (how fast you can do something) vs. Sustained means what you can keep doing.

Accuracy matters too. On a calm range, maybe you hit one-hundred-percent of your shots. In the middle of a chaotic battle full of missiles and weaving ship, you don’t. If that number drops to eighty or ninety percent, it shows how much longer it take to kill someone because of those missed shots.

Lastly we have time to kill. This combines everything else into one number that tells you how quickly (or not) you can down an enemy before they has a chance to shoot back at you. If your burst damage isn’t great, maybe a slower-firing, sustain-oriented loadout will excel in longer range encounters? Or perhaps if you’re a good enough shooter, going for alpha damage could lead to quicker kills. The answer is never a simple “yes” or “no”; it is always a choice different than different options.

To help you get an idea how your individual gun compare within the larger game meta, each page features a set of reference tables providing benchmarks for common weapon sizes. This will give you a good idea of what you can expect when using those weapons; for example, Size 4 is generally a sweet spot if you want big alpha without sacrificing fire rate, whereas Size 5 tends to hit very hard but rotates slowly. With this knowledge, you know to go in with some heavy cannons or perhaps add in some quicker firing repeaters to cover bases.

Without numbers you’re guessing at what to bring into combat. You no longer have to test the ship’s capabilities; you has learned to trust how it actualy performs under heavy fire. You are armed with knowledge of both sustained and burst damage. Whether you’re fine tuning a Gladius for rapid engagements or a bomber for devastating blows, you approach every encounter with purpose. When that hull turns black and those shields fail, you’ll understand precisely what made your loadout effective.

Star Citizen Ship DPS Calculator: Loadout Total Damage