Armor
Changes Armor by +3 points.
Each owned copy contributes this additive effect.
Legendary · Tier IV · Base game
Structured effects, restated
Changes Armor by +3 points.
Each owned copy contributes this additive effect.Changes Crit Chance by +5 percentage points.
Each owned copy contributes this additive effect.Changes Engineering by +5 points.
Each owned copy contributes this additive effect.Changes Speed by +5 percentage points.
Each owned copy contributes this additive effect.Changes HP Regeneration by −2 points.
Each owned copy contributes this additive effect.Changes Life Steal by −2 percentage points.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Chain Gun goes from 65.48 to 236.13 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
Chain GunRanged · Tier IV
65.48 → 236.13
+170.65 DPS (+260.6%)
ExcaliburMelee · Tier IV
346.24 → 368.82
+22.58 DPS (+6.5%)
DrillMelee · Tier IV
38.85 → 61.38
+22.53 DPS (+58%)
Gatling LaserRanged · Tier IV
163.64 → 177.27
+13.64 DPS (+8.3%)
ScrewdriverMelee · Tier IV
33.03 → 41.69
+8.66 DPS (+26.2%)
Availability and ownership fields
Offer and resolved-stat relationships