TakenIn my build, not selectedCan takeLocked (click to take path)Green % = DPS gain per point
How the numbers are worked out
- Each build is played out as a fight, one arrow at a time, at 0.05 s steps. The DPS shown is the average of 24 fights. Venom procs are rolled with fixed random seeds, so two builds always face the same luck.
- Autos: Attack × (1 + Damage%) × vulnerable × (1 − enemy armor after shred) × average crit × hit chance. Execute damage is averaged over the share of the fight the target spends below 40% HP.
- Abilities fire as soon as they are off cooldown and you have the mana. Cooldown reduction and Ability damage% apply. Abilities always hit. Only as many abilities as you have slots are used; if you know more, the best set is picked for you.
- Rapid Fire makes the next 3–5 autos fire at double speed. Each one deals the listed % of Attack (Ability damage applies) and still counts as an auto for Venom, Master Archer and Hunter's Mark stacks.
- Venom stacks are tracked properly: only procs refresh the 6 s timer, so they rarely sit at 5. Each auto costs 1 mana while the imbue is on.
- Buffs and debuffs only count while they are active: Evasion's attack speed, Killer Instinct's crit, vulnerable, armor shred and damage-over-time effects.
- The Hunter's Mark passive builds +3% per landed auto, up to 10 stacks. In AoE mode, stacks and debuffs reset each time a pack dies.
- Not counted: dodge, healing, slows, and Marksman's Strength unless you enter how much Attack 1 STR gives. Cast times are treated as instant.
- Tooltip wording is the only source for these rules. Where a tooltip is vague, the most literal reading is used, so check any big swing in-game.