Welcome to UTD Tools (Beta). Explore the new simulators in Tools.

Advanced Mechanics

This page summarizes mechanics that impact calculator interpretation. It’s intentionally concise; when the dataset lacks an ability model, treat results as a baseline and use manual overrides.

DPS Basics

  • Baseline DPS is usually computed as Damage ÷ SPA.
  • Real DPS depends on uptime: travel time, targeting, AoE caps, and active ability cadence.
  • Use the Glossary for definitions and the exact formulas stored in the dataset.

Stacking & Modifiers

  • Traits and relics are usually applied as multipliers (damage, SPA, range, etc.).
  • Some effects are conditional (e.g., “every N attacks…”, “on boss spawn…”); calculators may not model these yet.
  • When multiple sources conflict, the dataset keeps variants and marks a preferred one.

Modes & Targets

  • Story emphasizes fast setup; Infinite emphasizes scaling and sustain; Boss Rush emphasizes single-target and control.
  • For mode details and rewards, see Wiki → Modes.
  • Use Mode Fit to sanity-check if your DPS clears a boss HP target within a time limit.