Every point of Elemental Damage adds 1.0 raw damage to each hit before rounding and % Damage.
Ranged weapon · Base game · tier I–IV
Icicle
At zero bonus stats
80.00 DPSExpected primary-target DPS (before enemy armor)
Tier IV · steady-state mean cycle 0.70 s · one equipped weaponThe coefficients competitors leave out
What Icicle scales from
Use your current stats
Your Icicle numbers
Using zero bonus player stats
The keep-stacking answer
What +1 more point is worth now
+1 Elemental Damage+2.00 DPS
Metric boundary
What this number means
Expected primary-target DPS (before enemy armor) includes weapon base damage, the listed scaling coefficients, % Damage, weapon and player crit chance, projectile count, shooting duration, and steady-state mean cooldown. It assumes every projectile aimed at the primary target connects.
It excludes enemy armor, weapon-set damage bonuses, later pierce or bounce targets, melee area targets, misses, overkill, burning, explosions, spawned projectiles, on-hit effects, and weapon-scripted damage changes. The chain figure is separate and assumes enough distinct targets for every listed bounce and pierce. Neither figure is “actual DPS.”
Listed values + computed output
All available tiers
Zero player bonus stats
| Metric | Tier I | Tier II | Tier III | Tier IV |
|---|---|---|---|---|
| Base damage | 10 | 20 | 30 | 40 |
| Cooldown | 50 ticks0.83 seconds | 45 ticks0.75 seconds | 40 ticks0.67 seconds | 30 ticks0.5 seconds |
| Critical hit | 5% × 2 | 10% × 2 | 15% × 2.5 | 20% × 3 |
| Elemental Damage scaling | × 1.0 | × 1.0 | × 1.0 | × 1.0 |
| Shop price | 18 | 36 | 66 | 140 |
| Expected damage / hit | 10.50 | 22.00 | 36.75 | 56.00 |
| Expected primary-target DPS before enemy armor | 10.16 | 23.16 | 42.40 | 80.00 |
Same computation, read by weapon
Where Icicle is a notable outlier
This reads the character rankings the other way: which characters can’t equip Icicle at all, and which ones its computed rank moves materially away from the generic, zero-bonus order. Same comparison each character page uses — default 10 Max HP, zero other bonus stats, weapons at their highest usable tier, before enemy armor; full stated assumptions are on each character’s own page.




















