SHEET DpS:  
SHEET Elemental DpS:  
Rain of Vengeance  Crashing Rain  Total  
Skill DpS (trash):  + 
=  
Skill DpS (elite):  + 
=  
Skill DpS (average):  
Rain of Vengeance  Crashing Rain  
Skill DpShot (trash):  +  
Skill DpShot (elite):  +  
Rain of Vengeance  Crashing Rain 

Skill Crits (trash):    + 
 

Skill Crits (elite):    + 
 

SHEET Dmg Increased by Skills:  %  
Actual Additive Dmg Increase:  %  
Attacks per Second:  
Crit Multiplier:  
Multiplicative Multipliers:  
Average Weapon Damage: 
1. Either enter a game alone or stand far enough from all party members so you don't get any of their buffs.
2. Take all the skills you are going to use, equip all the gears and gems you are going to use, and hire the follower (only for solo obviously) you are going to use.
3. Do NOT activate any of your selfbuffs (Wolf companion, Caltrops).
4. If you are going to use Sharpshooter, remove it temporarily to see your actual critical hit chance.
5. Stats: Enter all your stats from the Details panel in the Stats table.
6. Damage Dealing Skill: Select your damage dealing skill. If you are using Rain of Vengeance, you have to enter your actual cooldown for it. This is the average amount of time between two Rain of Vengeance casts.
7. Skills: Select all the skills you are going to use and all the buffs you are going to get from your party members.
8. Gems: Select all the gems you are going to use and all the buffs you are going to get from party members' gems (Toxin gems).
9. Items: Select all buffs you are going to get from items you or your party members have equipped.
10. Miscellaneous: Enemy size: The enemy size is only important (but extremely so) for the Ball Lightning damage  the larger the enemy size, the higher the damage.
11. Efficiency: For almost every skill, gem, and item there is an efficiency parameter, that (obviously) determines the efficiency of that skill/gem/item bonus.
Example 1: If you are the only Demon Hunter in the party and you have 27.5% cooldown recuction, your Wolf Companion cooldown would be 21.75 seconds, and since the buff lasts for 10 seconds, your Wolf buff efficiency would be 10/21.75=0.46, i.e. you need to enter 46% efficiency. If there are two Demon Hunters with Wolf Companion with ~33% cooldown and perfect rotation, it would have almost 100% efficiency.
Example 2: Single Out is a skill that would have a very low efficiency. It is almost useless during a rift and only useful on a rift guardian. Let's say you spend 11 minutes on the rift and 4 minutes on the rift guardian. Then the efficiency of Single Out would be 4/15=0.266, i.e. 26.6%.
Example 3: The crusader would not always be buffing you, he is often away, scouting the map and bringing more mobs. You need to determine what percentage of the time you have his buffs and input that number in the efficiency fields.
12. Actual DpS Increase: The extremely important numbers in this column show you how useful are actually all skills/gems/items by showing you the actual DpS increase they add. You might be surprised to learn that Sharpshooter is more DpS than Archery most of the time. Keep in mind that the DpS increase numbers for all Attack Speed Increase skills/gems/items are only valid when you are using a hatred generator.
13. Results: The important numbers here are the ones in bold  Skill DpS (trash), and Skill DpS (elite). This is your actual DpS. You can also see how much damage you output per shot and what numbers you are supposed to see when you are doing critical hits (all skills and buffs are assumed 100% active for the critical hits calculations). The sheet DpS numbers are only there to compare them to the ingame numbers, to make sure you entered your stats correctly. You will likely see a small difference between the Sheet DpS stats here and in the game. This happens because the game does not show you your exact weapon damage range, but rather it shows rounded minimum and maximum damage values. If you calculate your exact weapon damage range, the sheet DpS numbers will be exactly the same as those in the game.
Colors Legend: The text color on every row in the calculator indicates which multiplier the skill/item/gem belongs to:
Red: Damage Multiplier. All bonuses are additive with each other (see the final sum in the Actual Additive Dmg Increase field).
Cyan: Attack Speed Increase Multiplier. All bonuses are additive with each other.
Yellow: Critical Hit Damage, part of the Critical Hit Multiplier. All bonuses are additive with each other.
Orange: Critical Hit Chance, part of the Critical Hit Multiplier. All bonuses are additive with each other.
Black: Everything in black is a separate multiplier. Nothing is additive here.
Save / Load: Your data can be saved to and loaded from a file. You can use this functionality to quickly swap between different builds or items and compare their DpS.