% Damage
Each shop reroll makes a 50% check; a success changes Damage by +1 percentage point.
This is a keyed effect; no fixed additive total is assumed beyond the stated trigger.
Uncommon · Tier II · Abyssal Terrors
Structured effects, restated
Each shop reroll makes a 50% check; a success changes Damage by +1 percentage point.
This is a keyed effect; no fixed additive total is assumed beyond the stated trigger.Each shop reroll makes a 10% check; a success changes Max HP by −1 point.
This is a keyed effect; no fixed additive total is assumed beyond the stated trigger.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Wrench goes from 16.62 to 16.62 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.
Declared count/stat relationship
Each shop reroll makes a 50% check. Each successful check changes Damage by +1 percentage point.
| successful Damage reroll checks | Damage from this scaling effect | Net Damage change from the item |
|---|---|---|
| 0 | 0 | 0 |
| 1 | +1 | +1 |
| 3 | +3 | +3 |
| 5 | +5 | +5 |
Each shop reroll makes a 10% check. Each successful check changes Max HP by −1 point.
| successful Max HP reroll checks | Max HP from this scaling effect | Net Max HP change from the item |
|---|---|---|
| 0 | 0 | 0 |
| 1 | −1 | −1 |
| 3 | −3 | −3 |
| 5 | −5 | −5 |
Availability and ownership fields
Offer and resolved-stat relationships