Take a look at this.
http://en.wikipedia.org/wiki/Refresh_rate
It really depends on what you've got, and that's not going to be the same as anyone else who might run your applet.
The other thing to remember is that I doubt Applets are very high on the list of priorities and other tasks may intrude on their CPU allocation and cause a judder, as well as the computational time of your sketch itself being variable depending on what you're doing.
framerate(n) will let you set the framerate and compensate for some of this.
I guess the export as APP also makes a significant difference.
I'm guessing most of this by the way, so don't take it as gospel. I still think everything runs like a C64!
Try something like this in your code if you want to calculate the avergage fps of a sketch.
Code:
int rate_total =0;
int frames =0;
void setup() {
size (400, 400);
framerate(50); // You'll be lucky to maintain this!
}
void draw() {
rate_total += framerate();
frames++;
}
public void stop() {
println( rate_total / frames + " fps");
super.stop();
}