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How Is Passer Rating Calculated? The NFL Formula

By SportsMonkie NFL Desk Updated August 8, 2026
NFL quarterback throwing, illustrating how passer rating is calculated
On this page5
  1. 01The four components
  2. 02A worked example
  3. 03What each component demands at the cap
  4. 04What counts as a good passer rating
  5. 05Why passer rating matters, and where it falls short

NFL passer rating is calculated from four separate components, each based on a quarterback’s passing per attempt, then blended into a single number that runs from 0 to a perfect 158.3. The four pieces are completion percentage, yards per attempt, touchdown rate, and interception rate. Each is capped so no single category can run away with the score, and the caps are exactly why the maximum lands on the strange-looking figure of 158.3 rather than a tidy 100.

It is a passing-only stat — no rushing, no sacks — which keeps the formula simple but leaves real blind spots. Here is the full calculation, step by step.

The four components

Each component is computed, then forced to stay between 0 and 2.375. If a raw value comes out above 2.375, it is set to 2.375; if it comes out below 0, it is set to 0.

  • a (completion percentage): ((COMP ÷ ATT) − 0.3) × 5
  • b (yards per attempt): ((YDS ÷ ATT) − 3) × 0.25
  • c (touchdown rate): (TD ÷ ATT) × 20
  • d (interception rate): 2.375 − ((INT ÷ ATT) × 25)

Then combine them:

Passer rating = ((a + b + c + d) ÷ 6) × 100

The interception component runs backward — it starts at 2.375 and subtracts — because fewer interceptions should score higher. When all four components hit their 2.375 cap, the sum is 9.5, and 9.5 ÷ 6 × 100 = 158.33, the perfect rating.

A worked example

Take a quarterback with a strong season: 350 completions on 500 attempts, 4,000 yards, 35 touchdowns, 10 interceptions.

  • a: ((350 ÷ 500) − 0.3) × 5 = (0.70 − 0.3) × 5 = 2.000
  • b: ((4000 ÷ 500) − 3) × 0.25 = (8.0 − 3) × 0.25 = 1.250
  • c: (35 ÷ 500) × 20 = 0.07 × 20 = 1.400
  • d: 2.375 − ((10 ÷ 500) × 25) = 2.375 − 0.50 = 1.875

Sum: 2.000 + 1.250 + 1.400 + 1.875 = 6.525 Rating: (6.525 ÷ 6) × 100 = 108.8

None of the four components maxed out, yet the rating is still excellent. That shows how demanding the caps are — a perfect 158.3 requires elite marks in all four at once, not just one gaudy category.

What each component demands at the cap

ComponentValue needed to hit the 2.375 cap
Completion percentage77.5% or higher
Yards per attempt12.5 or higher
Touchdown rate11.875% of attempts
Interception rate0.0% (no interceptions)

Those thresholds are why perfect games are rare and perfect seasons essentially impossible. Averaging 12.5 yards per attempt across a year has never been done; the ceiling is built to stay just out of reach over a full sample.

What counts as a good passer rating

Rule changes protecting receivers and passers have inflated ratings over the decades, so the bar has moved.

Passer ratingRating
110 and upExcellent, MVP-level season
100 to 109Very good
90 to 99Roughly league average
80 to 89Below average
Below 80Poor for a modern starter

A single-game 158.3 happens a handful of times most seasons. Over a full year, ratings above 120 sit at the outer edge of what the game has produced.

Why passer rating matters, and where it falls short

Passer rating endures because it is easy to compute from a box score and it rewards the right things — accuracy, yardage, touchdowns, and avoiding turnovers. But its blind spots are real. It ignores rushing entirely, so a mobile quarterback who gains 500 yards on the ground gets no credit. It ignores sacks, ignores game situation, and treats a garbage-time touchdown the same as a game-winner.

Those gaps are exactly what ESPN’s Total QBR was designed to close. For the full comparison, read passer rating vs QBR, and for the broader play-value approach, our explainer on EPA in football. To see quarterback production translated into money, the highest-paid NFL players is dominated by the passers who post these numbers.

If you want to put quarterback value to work in a lineup, our fantasy football trade calculator folds passing production into its valuations so a trade is judged on output, not name recognition.

In short: passer rating averages four capped components — completion, yards, touchdowns, and interceptions per attempt — times 100 over six, topping out at 158.3, with roughly 90 as today’s average and 110-plus excellent.

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Frequently asked questions

What is a perfect passer rating?+

A perfect NFL passer rating is 158.3. To reach it a quarterback must complete at least 77.5 percent of passes, average at least 12.5 yards per attempt, throw a touchdown on at least 11.875 percent of attempts, and throw zero interceptions. All four components max out at their 2.375 cap.

Why is the maximum 158.3 instead of 100?+

Because of the math. Each of the four components is capped at 2.375, so the best possible sum is 9.5. Divide by six and multiply by 100 and you get 158.33. The odd ceiling is a byproduct of the formula's scaling, not a round number anyone chose.

Can passer rating be zero?+

Yes. If all four components hit their floor of 0 — a very low completion rate, negative or tiny yardage, no touchdowns, and a high interception rate — the rating bottoms out at 0.0. It happens in games with multiple picks and almost no production.

Does passer rating include rushing or sacks?+

No. Passer rating is built only from passing attempts, completions, yards, touchdowns, and interceptions. A quarterback's rushing yards, rushing touchdowns, and sacks taken have no effect on it, which is one of the stat's main blind spots.

What is a good passer rating in the modern NFL?+

Rules favoring the passing game have pushed averages up. A rating around 90 is now roughly league average for a starter, 100-plus is good, and 110 or higher over a season is excellent. The best single seasons have topped 120, near the outer edge of what is sustainable.

Is passer rating the same as QBR?+

No. Passer rating is the traditional box-score formula that runs 0 to 158.3. ESPN's Total QBR is a separate metric on a 0 to 100 scale that adds rushing, sacks, and situational context. They measure related things but are not interchangeable.

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