% Damage
Changes Damage by +5 percentage points.
Each owned copy contributes this additive effect.
Common · Tier I · Base game
Structured effects, restated
Changes Damage by +5 percentage points.
Each owned copy contributes this additive effect.Changes Number Of Enemies by +5.
Each owned copy contributes this additive effect.Changes Max HP by +2 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 370.47 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 → 370.47
+24.24 DPS (+7%)
Gatling LaserRanged · Tier IV
163.64 → 180.00
+16.36 DPS (+10%)
ScytheMelee · Tier IV
215.22 → 226.70
+11.48 DPS (+5.3%)
Flaming Brass KnucklesMelee · Tier IV
135.34 → 142.11
+6.77 DPS (+5%)
Power FistMelee · Tier IV
135.34 → 142.11
+6.77 DPS (+5%)
Availability and ownership fields
Offer and resolved-stat relationships
For declared direct stat effects, the same item calculation used on character pages applies each character’s stat-gain factors. A value group appears when the signed change is at least 50% of this item’s total absolute direct-stat magnitude.