“Your opening pick” compares Tier I records in the starting pool with one weapon equipped. “Across the whole run” compares every usable family at its highest usable tier.
Loadout identity
Starting choices and grants
Choose one unlocked entry from a normalized maximum pool of 21. A save’s visible pool can be smaller because unlock state and active DLC alter it.
It changes with the loadout: Linked Max HP depends on common item; Linked Max HP depends on legendary item; Tier i weapon effects depends on equipment; Tier iv weapon effects depends on equipment. The ranking below uses only the fixed base deltas and its stated comparison context.
Your opening pick · pool-limited view
Tier I starting-pool DPS
This answers the first weapon-choice comparison. The across-run ranking below answers a separate question across every usable weapon family.
The normalized maximum starting-weapon pool contains 21 families. A save can display fewer because only unlocked entries appear, and active DLC can alter the pool.
No Tier I order is shown.
None of the 21 starting-pool records is Tier I; no Tier I values are substituted for later-tier entries.
Character-specific facts
Mechanics used or stated
Other declared mechanics
DeclaredPer Tier IV weapon: Damage +25 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
DeclaredPer Tier IV weapon: Attack Speed +25 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
ConfirmedLinked Max HP = truncate toward zero (5 × legendary item / 1); uses all resolved sources
DeclaredPer Tier I weapon: Damage -15 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
DeclaredPer Tier I weapon: Attack Speed -15 Bespoke trigger, stacking, or unit behavior is not used in the ranking.
ConfirmedLinked Max HP = truncate toward zero (-2 × common item / 1); uses all resolved sources
Across the whole run · all usable families
Ranked by computed DPS for this character
Unlike the opening-pool view, this uses every usable weapon family at its highest usable tier and the full stated weapon-count context. 31 weapons change position versus the generic order.
Reading the King-specific column:↑ 5 = 5 places higher in this character’s ranking than in the generic, zero-bonus ranking;
↓ 5 = 5 places lower; — = same place.
“generic #N” is the weapon’s rank with no character bonuses applied.
How this ranking is computed
Default 10 Max HP and zero other default combat stats; no bonus stats beyond King’s direct base deltas; 6 equipped weapons from distinct families; the listed weapon is at its highest tier this character can use. Other equipped weapons are assumed Tier II or III. Item, material, structure, pet, and duplicate-item counters are 0 unless a note below says otherwise.
The target is not cursed, burning, or a boss. Every attack or projectile aimed at the primary target connects. DPS is before enemy armor. Character-local weapon bonuses and the stated equipment counters are applied through the calculator’s staged truncation, rounding, and timing rules.
The listed candidate contributes one Tier IV counter when ranked at Tier IV; the other five weapons are assumed Tier II or III. No Tier I counter is active.
The lists compare expected direct damage to one primary target per second. They do not combine melee with ranged, and they do not model enemy armor, target density, positioning, closing distance, survivability, misses or spread, overkill, explosions, burning, spawned attacks, later pierce or bounce targets, or conditional target bonuses. Those omitted factors can change results observed during a run.