Chance Double Gold
Changes Chance Double Gold by +5.
Each owned copy contributes this additive effect.
Uncommon · Tier II · Base game
Structured effects, restated
Changes Chance Double Gold by +5.
Each owned copy contributes this additive effect.Changes Luck by +6 points.
Each owned copy contributes this additive effect.Changes Engineering by +2 points.
Each owned copy contributes this additive effect.Changes Damage by −5 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 130.97 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 → 130.97
+65.48 DPS (+100%)
ExcaliburMelee · Tier IV
346.24 → 328.92
−17.31 DPS (−5%)
ScytheMelee · Tier IV
215.22 → 205.18
−10.04 DPS (−4.7%)
Flaming Brass KnucklesMelee · Tier IV
135.34 → 128.58
−6.77 DPS (−5%)
Power FistMelee · Tier IV
135.34 → 128.58
−6.77 DPS (−5%)
Availability and ownership fields
Offer and resolved-stat relationships