The Witcher: Monster Slayer Calculator

Estimate your effective damage per hit, damage per second (DPS), time-to-kill, and hits needed against a monster, using your weapon damage, attack speed, critical-hit stats, and the monster's armor and health.

Quick Facts

Model
Damage-mitigation + DPS / time-to-kill formula
Effective damage = base damage x average crit factor x (1 - armor/100); DPS = effective damage x attack speed.
Average crit factor
1 + crit chance x (crit multiplier - 1)
Spreads the bonus critical damage evenly across every hit instead of simulating individual rolls.

Your Results

Calculated
Effective damage / hit
-
After crit and armor
DPS
-
Damage per second
Time to kill
-
Seconds at this DPS
Hits needed
-
Rounded up to a full hit

Ready

Enter your weapon, crit, and monster stats, then press Calculate.

About the The Witcher: Monster Slayer Calculator

This tool estimates how a weapon-and-monster matchup plays out using the same damage-mitigation and damage-per-second (DPS) math that underlies combat in monster-hunting and action-RPG games, including the AR mobile title The Witcher: Monster Slayer. Enter your weapon's base damage, your attack speed, your critical-hit chance and multiplier, and the target monster's armor and health, and the calculator returns effective damage per hit, DPS, time-to-kill, and the number of hits required.

The formulas

Four values are computed directly from your inputs:

  • Average crit factor = 1 + (crit chance ÷ 100) × (crit multiplier − 1). This spreads the extra critical damage evenly across every hit rather than simulating individual random rolls.
  • Effective damage per hit = base weapon damage × average crit factor × (1 − monster armor ÷ 100). Armor is applied as a flat percentage reduction, the standard convention in action-RPG combat systems.
  • DPS (damage per second) = effective damage per hit × attack speed (hits per second).
  • Time to kill = monster health ÷ DPS. Hits needed = monster health ÷ effective damage per hit, rounded up to a whole hit.

How to get the best results

  • Use your weapon's actual tooltip damage and your measured or listed attack speed, not rounded guesses — small errors compound through the multiplication.
  • If a monster has different armor values per body part or phase, run the calculation once per phase and compare.
  • Treat the crit factor as an average over many hits; any single hit is either a normal hit or a critical hit, not something in between.

Practical context

This is a general combat-math model, not a lookup of any specific game's hidden internal values — exact numbers vary by title, patch, and build. Use it to compare two loadouts against the same monster, or to see how much a crit-chance or armor-penetration upgrade actually changes your time-to-kill, rather than as an exact in-game prediction.

Frequently Asked Questions

How is effective damage per hit calculated?
Effective damage per hit equals your weapon's base damage multiplied by an average critical-hit factor, then reduced by the monster's armor percentage. The average crit factor is 1 + (crit chance as a decimal) × (crit multiplier − 1), which spreads the extra critical damage evenly across all hits. Armor is applied as a straight percentage reduction: multiply by (1 − armor/100).
What do DPS and time-to-kill (TTK) mean?
DPS (damage per second) is effective damage per hit multiplied by your attack speed in hits per second. Time-to-kill is the monster's health divided by that DPS, giving the number of seconds a fight should take if every hit lands at the average rate. Hits needed is health divided by effective damage per hit, rounded up to a whole hit.
Does this match the exact numbers from a specific game?
No. This uses the standard damage-mitigation and DPS/TTK model common to action-RPG and monster-hunting combat systems — base damage, percentage armor reduction, and average crit scaling. Plug in the weapon damage, attack speed, crit stats, and monster health/armor from your own build to get numbers that match your situation.