Cape official art

Legendary · Tier IV · Base game

Cape

% Life Steal% Dodge

Structured effects, restated

What one copy changes

+20% Dodge −2 Melee Damage +3 more declared effects, listed below

% Life Steal

Changes Life Steal by +5 percentage points.

Each owned copy contributes this additive effect.

% Dodge

Changes Dodge by +20 percentage points.

Each owned copy contributes this additive effect.

Melee Damage

Changes Melee Damage by −2 points.

Each owned copy contributes this additive effect.

Ranged Damage

Changes Ranged Damage by −2 points.

Each owned copy contributes this additive effect.

Elemental Damage

Changes Elemental Damage by −2 points.

Each owned copy contributes this additive effect.
Stat references: % Life Steal · % Dodge · Melee Damage · Ranged Damage · Elemental Damage

Purchase-time direct weapon metric

Your before-and-after DPS

Current player state

Enter your current values before buying Cape. Fields start at the game’s own default stat block, where every stat but Max HP starts at zero — a 0 here is that default, not an empty field. Player stats use the same device-local values as the weapon pages.

Using Max HP 10 · 1 equipped weapon

Gatling Laser goes from 163.64 to 130.91 expected primary-target DPS.

Direct DPS change −32.73 DPS −20%
What the comparison includes

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

Largest computed direct-DPS changes

  1. Gatling LaserGatling LaserRanged · Tier IV 163.64 → 130.91 −32.73 DPS (−20%)
  2. Chain GunChain GunRanged · Tier IV 65.48 → 33.23 −32.26 DPS (−49.3%)
  3. MinigunMinigunRanged · Tier IV 57.22 → 34.33 −22.89 DPS (−40%)
  4. SMGSMGRanged · Tier IV 53.60 → 40.20 −13.40 DPS (−25%)
  5. Double Barrel ShotgunDouble Barrel ShotgunRanged · Tier IV 46.35 → 36.05 −10.30 DPS (−22.2%)

Availability and ownership fields

Purchase facts

Rarity
Legendary · Tier IV
Price position
29–39 lowest of 42 in this rarity
Ownership
No item-specific ownership limit is recorded.
Shop lock
Can be locked in the shop
Crates
Included in normal crate eligibility
Unlock
Unlocked by default
Content
Base game
Curse field
Not a cursed item

Same rarity, adjacent shop price

Priced next to Cape in Legendary

The Legendary items either side of Cape in the same price order its rank above is measured in — what the shop is really offering you instead at this price.

Offer and resolved-stat relationships

Character-specific relationships

Wanted-tag matches

  • Cryptid — matches Dodge; wanted-tag filter chance 5%
  • Ghost — matches Dodge; wanted-tag filter chance 5%
  • Lich — matches Lifesteal; wanted-tag filter chance 5%
  • Masochist — matches Lifesteal; wanted-tag filter chance 5%
  • Sick — matches Lifesteal; wanted-tag filter chance 5%
  • Vampire — matches Lifesteal; wanted-tag filter chance 5%