Luck
Changes Luck by +15 points.
Each owned copy contributes this additive effect.
Rare · Tier III · Base game
Structured effects, restated
Changes Luck by +15 points.
Each owned copy contributes this additive effect.Changes Harvesting by +18 points.
Each owned copy contributes this additive effect.Changes Attack Speed by −5 percentage points.
Each owned copy contributes this additive effect.Changes Crit Chance by −3 percentage points.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Excalibur goes from 346.24 to 331.44 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 → 331.44
−14.80 DPS (−4.3%)
ObliteratorRanged · Tier IV
127.42 → 118.81
−8.61 DPS (−6.8%)
Gatling LaserRanged · Tier IV
163.64 → 155.45
−8.18 DPS (−5%)
ScytheMelee · Tier IV
215.22 → 208.23
−6.99 DPS (−3.2%)
ClawMelee · Tier IV
56.49 → 50.06
−6.43 DPS (−11.4%)
Availability and ownership fields
Offer and resolved-stat relationships