Start with: Damage ÷ seconds per attack. Then adjust hits, placements and uptime.
See a worked example ↓Full formula ↓Player-input comparison lab
Which build actually improves output?
The starting numbers are examples, not unit stats. Replace them with values from the same live test. The calculator shows its formula and reduces confidence when conditions differ.
Build B versus Build A
+15.00%
Single-target attack-rate change
Directional
5/5 controls · min n=1
Single-target rate
200 → 230
Wave throughput index
200 → 230 (+15.00%)
Effective SPA
5s → 5s
Entered-window output
12,000 (60s) → 13,800 (60s)
Optional test notes and build labels
Add context before copying a test record. These fields are not needed for the calculation and are never included in setup links.
Interpretation warnings
- !Time-window output assumes constant uptime and target density for the entire entered duration.
- !Fewer than three observations per build cannot earn a Controlled label.
The setup link contains numeric fields and comparison controls only.
Worked analysis · added September 16, 2026
Why the larger damage number can lose
This is an illustrative calculation using invented inputs, not a gameplay test or a claim about any named unit. Both builds have one placement, one landed hit per attack, no critical hits and no additional modifiers. SPA means seconds per attack; uptime is the fraction of the window spent attacking the relevant target.
| Input or result | Build A | Build B |
|---|---|---|
| Displayed damage | 1,200 | 1,000 |
| SPA | 6 seconds | 4 seconds |
| Rate at full uptime | 1,200 ÷ 6 = 200/s | 1,000 ÷ 4 = 250/s |
| Assumed uptime for this example | 75% | 90% |
| Modeled effective rate | 200 × 0.75 = 150/s | 250 × 0.90 = 225/s |
| Modeled output over 60 seconds | 9,000 | 13,500 |
A has 20% more damage per attack, but B delivers 50% more modeled output in this window. Attack timing and time on target outweigh the larger panel number. In the lab, enter Damage, SPA and uptime from the table, set hits and placements to 1, and leave all optional modifiers at zero.
Find the uptime threshold before changing equipment
With those same damage and SPA values, B wins only when 250 × uptime B > 200 × uptime A, or uptime B > 0.8 × uptime A. If A stays on target 90% of the time, B must exceed 72%. At 65%, B falls to 162.5/s while A reaches 180/s: the faster build now loses. Equality at 72% is a tie in this model, not a reason to spend a scarce upgrade.
A 20% SPA reduction is a 25% rate increase
At equal uptime, adding 20% damage multiplies output by 1.2. Reducing seconds per attack by 20% multiplies it by 1 ÷ 0.8 = 1.25. That is only about 4.17% more output than the damage option, not 25% more than that option. Use the actual displayed SPA after the change; a label saying “attack speed +20%” need not mean “SPA −20%.”
Takeaway: test whether the faster build keeps enough time on target to clear its threshold. This continuous-rate model does not count exact attack timestamps, overkill, defense, travel time or a final attack cut off by the end of a short window. Compare actual clears before committing resources. These examples were added on September 16, 2026; the gameplay sources below retain their July 18 review context.
Transparent formula
What the calculator measures
Single-target attack rate
Adjusted damage × expected crit × hits × placements ÷ effective SPA × uptime
This normalizes the entered attack cycle into a per-second comparison. Leave optional modifiers at zero when the live Damage or SPA panel already includes them.
Entered-window output
Single-target rate × seconds
This estimates output across a chosen boss or ability window. It assumes uptime stays constant, so it is a scenario model rather than a combat log.
Wave throughput index
Single-target rate × average targets hit
This exposes the value of AoE coverage, but remains an index because target density, overkill and time inside the attack area change throughout a stage.
Run a reproducible Anime Expeditions damage test
- 1. Freeze the baseline. Record the unit, level, evolution, in-match upgrade, Potential grades, trait, equipment, supports, placements and test target.
- 2. Change one thing. Swap only the trait, equipment item, Potential field or team support you are evaluating. Several simultaneous changes cannot identify a cause.
- 3. Repeat both builds. Use at least three observations per build before calling the comparison controlled. More runs matter when crits, targeting or spawn timing add variance.
- 4. Record the losing result too. A failed hypothesis is still useful evidence. Copy the generated record with its conditions and limitations instead of publishing only the largest number.
What the output deliberately excludes
- • Enemy defense, resistance and elemental interactions
- • Random critical-hit outcomes around the expected average
- • Damage-over-time tick intervals and status caps
- • Summon travel, spawn and targeting behavior
- • Active-ability cooldowns and changing buff windows
- • Animation delay, projectile travel and missed attacks
- • Overkill and enemies leaving range
- • Economy cost and the wave when a build becomes affordable
Those exclusions are why the output is called an attack-rate estimate and throughput index—not a claim about exact stage DPS. Critical chance produces an expected average; it cannot predict the result of a short run.
Use it with the rest of the decision stack
Choose a documented kit in the unit finder, expose missing roles in the team builder, use the Stat Potential advisor to select one field to test, and compare the observed before/after build here. When the real objective is rewards per hour rather than combat output, switch to the failure-adjusted farming calculator.
Sources and evidence boundary
The verified Roblox listing by Expeditions Entertainment confirms the broad wave-defense, unit-upgrade and boss loop, but does not publish a complete stat database or universal damage formula. Community coverage reviewed in July describes a Showcase or Sandbox environment for observing units, including the Sandbox guide and beginner walkthrough. Trait vocabulary and SPA direction were checked against the illustrated All Things How trait guide. The formulas, confidence rules and record format are our transparent modeling choices; they are not official game mechanics.
Frequently asked questions
How do I calculate Anime Expeditions DPS?+
For a transparent baseline, multiply displayed damage by landed hits and placements, divide by SPA, then multiply by target uptime. Optional damage, SPA and crit fields can model modifiers that are not already reflected in the live panel. Treat the result as an attack-rate estimate because many game mechanics remain outside the formula.
Should I enter a buff when displayed Damage already changed?+
No. If the live Damage or SPA value already reflects a buff, enter that displayed value and leave the matching optional modifier at zero. Adding it again would double count the effect.
Is lower SPA better in Anime Expeditions?+
Current illustrated trait reporting describes a lower SPA as faster attack timing. Verify the live unit panel after balance changes.
Why does the calculator ask for average targets?+
A single-target comparison ignores AoE coverage. Average targets creates a wave-throughput index, but it is not exact total stage damage because enemy density changes.
What is included in a shared setup link?+
Only the two builds' numeric calculator fields and five comparison-control choices. Unit names, scenarios, dates, patch notes and other free-text test notes are not placed in the URL.
Does this tool save my unit data?+
No. Inputs and calculations stay in the current browser page. Clipboard buttons run only when pressed; the setup-link button creates a URL from numeric fields and the test-record button creates a plain-text evidence record.
