It uses publicly available information from the game (such as Wikipedia). This site has nothing to do with the developers of the game. After game changes there is no guarantee that the information and mechanics will be updated in the near future.
Random dps queue works as:
1. calculate how many shots/hits the weapon does in 20 (default) seconds (for melee with stance attack time)
2. make a queue from the received number of shots/hits
3. calculate the chance of a multi-shot and increase the number of fired shots in the queue by this amount
4. calculate for each hit the chance of a critical hit
5. calculate the critical multiplier for each hit, with tier of the triggered chance
6. calculate for each hit the chance of status triggering
7. calculate specific type of status triggering, with chance of the ratio of statuses among themselves
8. for melee weapons, we add a type of status from stance attack, also add fading combo counter with efficiency combo
9. add Hunter Munitions/Internal Bleeding procs to the queue
10. add statuses of force procs to the queue
11. build a time-bound queue of statuses to determine the time of their activity (for example, to determine later for each hit whether the removal of armor from corrosion or heat was active) with the number of ticks each active status
12. calculate the actual damage from shots/hits and the statuses active at that timeline
13. Damage received in 20 seconds divided by 20 and we get the current random damage inflicted in 1 second
When you change any parameter in the settings, a new random queue is built each time.
Calculation damage nuances
Please note that the displayed damage per second is an ideal scenario where no bullets miss, all additional conditions are activated (if selected), and so on. In reality, your actual damage will be lower.
The DPS of the weapon is shown separately for each type of attack, and different attacks are not aware of each other's existence. For example, if direct hit deals impact stacks and explosion damage deals viral stacks, the direct hit will not be aware of the existence of viral stacks.
At the moment, some unique properties of weapons are not taken into account.
Xata's Whisper for some weapons does not always work correctly. For example, some types of weapons have different damage values when shooting in the head, etc. In the calculator, they are calculated the same for all types. It should be understood that the status of the abyss is capable of attracting bullets and inflicting passive damage many times over. As a result, the actual damage will be several times greater than the calculated damage.
Do not take into account some nuances of increasing the type of damage for some hits in stances.
Using mod like Galvanized Savvy do not take into account for all AOE type attacks. For projectile attacks, the mod work similarly to the Serration.
The use of a tick of fire is simplified to a state where the armor is removed not gradually over 3 ticks, but immediately from the first tick by 50%.
The game has a large number of different mods and if the desired mod is not currently available, it may be added later.
Same enemies with unique damage reduction mechanics are currently considered as normal enemies.
Mods that sometimes work both additively and multiplicatively on different weapons are calculated as written in the description of the mod and on wikipedia.
Weapon force procs are taken into account when firing / hitting a stance.
Syndicate radial weapon effect on mods disabled.
Nightwatch Napalm does not create a separate instance of damage for Xata's Whisper and completely ignores the unique damage reduction of enemies.
Headshot mult disabled for AOE attacks.
Some weapons use multiple attacks at the same time and you need to stack their dps. Like hit and AOE effect of hit.
Sniper rifles in scoped mode do not calculate damage correctly (and combo mult not accounted).
Heavy melee attack dps with combo seems like averige. Becouse offten for 10sec they has too quick fall of combo. It looks like the first hits start at x12, and the next ones come with a quick combo drop to x1.
Many things taking account in dps number, but not all displayed for user.
You can use the dps calculator to calculate the real effectiveness riven mods - just add them to your build and see how your damage changes.