# How do you calculate damage when no weapon or items are equipped?

I'm trying to build yet another awesome calculator, and have run into an issue. I can't figure out the right way to calculate damage when no items are equipped?

All the calculators I've seen require a weapon (of course, duh, no one runs around with no items). However, in my app, when you have no items I want the correct damage to display, instead of nothing, or throwing an error.

This is the hero I'm using as an test dummy: http://us.battle.net/d3/en/profile/msuBREAKER-1374/hero/3955832

• I don't get what you are trying to achieve. What damage do you want to display if you have no weapon equipped ? Commented Sep 20, 2014 at 19:48
• This question is off-topic because it is about designing an app. Commented Sep 20, 2014 at 20:26
• It is a question about damage calculation in D3, not app design. The damage I speak of is the one displayed when you have no items, see here: media.kshabazz.net/images/d3-screenshots/…
– b01
Commented Sep 20, 2014 at 21:48
• I understand they are different beasts, but just because someone is curious about a formula doesn't make it pointless. Commented Sep 21, 2014 at 8:46
• I agree that it is pointless to run aounrd D3 with no gear. However there is one achievement where you have to survive beating Diablo with no gear. I've yet to do this. Also this serves as a base for getting better calculated results to help determine what is the best gear to choose. As we all know, D3 is all about numbers. There better the numbers the more fun you'll have.
– b01
Commented Sep 21, 2014 at 11:05

I believe that some time ago, the damage for a 'punch' (attack without weapon) was stated in the tooltip, and that it was 1-4 damage.

This tooltip seems to have changed, but by reverse engineering the damage range still seems to be correct.

Looking at your monk's sheet, he has 217 mainstat, resulting in 8.12 dps.

Sheet DPS is calculated as follows:

`DPS = <avg damage> * (1 + <crithit> * <crit%> ) * (1 + <mainstat> / 100) * <atk/sec>`

Plugging in the known numbers:

`8.12 = <avg damage> * (1 + 0.5 * 0.05) * (1 + 217 / 100) * 1`

Gives us an `<avg damage>` of 2.49904 (Caused by rounding the DPS down to 2 decimals)

`2.5 * (1 + 0.5 * 0.05) * (1 + 217 / 100) * 1 = 8.123125 ~= 8.12`

If the default punch was indeed 1-4 damage, its average damage would be 2.5, so that fits.

• Mad props, I tried to reverse engineer this and failed. Looking at what you wrote, I can see where I went wrong. I got the order of operation wrong when it came to calculating the mainStat factor, as I added 1 to 217 before dividing. So I had 2.18 where I should have had 3.17. So happy for your help. Thanks!
– b01
Commented Sep 26, 2014 at 12:40