% Life Steal
Changes Life Steal by +10 percentage points.
The recorded ownership limit is one copy.
Legendary · Tier IV · Base game
Structured effects, restated
Changes Life Steal by +10 percentage points.
The recorded ownership limit is one copy.Changes Damage by +2 percentage points for every 1 point of Life Steal; the resulting change truncates toward zero.
The recorded ownership limit is one copy.Changes Lose HP Per Second by +1.
The recorded ownership limit is one copy.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Excalibur goes from 346.24 to 415.48 expected primary-target DPS.
Both sides use the shared expected primary-target, pre-mitigation direct-DPS engine. The after side adds fixed global-stat changes and the declared count/stat-scaled changes shown on this page. It includes staged damage rounding, crit expectation, projectile count, shooting duration, and steady-state mean cooldown.
It excludes enemy armor, target density, positioning, misses, overkill, burning, explosions, spawned attacks, temporary effects without a fixed duration state, conditional procs, target debuffs, and weapon-scripted damage changes. A displayed zero therefore means zero within this stated direct metric, not zero value in every combat situation.
Zero-stat baseline, highest available tier
ExcaliburMelee · Tier IV
346.24 → 415.48
+69.25 DPS (+20%)
ScytheMelee · Tier IV
215.22 → 275.49
+60.26 DPS (+28%)
Gatling LaserRanged · Tier IV
163.64 → 196.36
+32.73 DPS (+20%)
ChainsawMelee · Tier IV
34.89 → 62.81
+27.91 DPS (+80%)
Flaming Brass KnucklesMelee · Tier IV
135.34 → 162.41
+27.07 DPS (+20%)
Declared count/stat relationship
Changes Damage by +2 percentage points for every 1 point of Life Steal; the result truncates toward zero.
| Life Steal before purchase | Life Steal after fixed item effects | Damage from this scaling effect | Net Damage change from the item |
|---|---|---|---|
| 0 | 10 | +20 | +20 |
| 10 | 20 | +40 | +40 |
| 30 | 40 | +80 | +80 |
| 50 | 60 | +120 | +120 |
Availability and ownership fields
Offer and resolved-stat relationships
This item is filtered out of normal pre-final shop and crate rolls for the characters below. At the final-wave boundary and in endless, character filters are disabled. If filtering empties the candidate pool, generation can use an unfiltered backup pool. Upgrade rejection stops after 50 retries. These are offer filters, not ownership or use prohibitions.