Luck
Changes Luck by +30 points.
Each owned copy contributes this additive effect.
Rare · Tier III · Base game
Structured effects, restated
Changes Luck by +30 points.
Each owned copy contributes this additive effect.Changes Melee Damage by −2 points.
Each owned copy contributes this additive effect.Changes Ranged Damage by −1 point.
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 33.23 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 → 33.23
−32.26 DPS (−49.3%)
Gatling LaserRanged · Tier IV
163.64 → 147.27
−16.36 DPS (−10%)
MinigunRanged · Tier IV
57.22 → 45.78
−11.44 DPS (−20%)
FluteRanged · Tier IV
19.46 → 28.51
+9.05 DPS (+46.5%)
DrillMelee · Tier IV
38.85 → 31.08
−7.77 DPS (−20%)
Availability and ownership fields
Offer and resolved-stat relationships