Elemental Damage
Changes Elemental Damage by +2 points.
Each owned copy contributes this additive effect.
Uncommon · Tier II · Base game
Structured effects, restated
Changes Elemental Damage by +2 points.
Each owned copy contributes this additive effect.Changes HP Regeneration by +2 points.
Each owned copy contributes this additive effect.Changes Speed by −2 percentage points.
Each owned copy contributes this additive effect.Changes Fog Visibility by +50.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Taser goes from 60.72 to 65.05 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
TaserRanged · Tier IV
60.72 → 65.05
+4.34 DPS (+7.1%)
IcicleRanged · Tier IV
80.00 → 84.00
+4.00 DPS (+5%)
WandRanged · Tier IV
1.88 → 5.63
+3.75 DPS (+200%)
Thunder SwordMelee · Tier IV
72.58 → 75.49
+2.90 DPS (+4%)
Plasma SledgeMelee · Tier IV
82.49 → 85.24
+2.75 DPS (+3.3%)
Availability and ownership fields
Offer and resolved-stat relationships