Luck
Dmg When Death has a 25% trigger chance and uses 25% of Luck as its recorded scaling value.
This is a keyed effect; no fixed additive total is assumed beyond the stated trigger.
Uncommon · Tier II · Base game
Structured effects, restated
Dmg When Death has a 25% trigger chance and uses 25% of Luck as its recorded scaling value.
This is a keyed effect; no fixed additive total is assumed beyond the stated trigger.Purchase-time direct weapon metric
Using Max HP 10 · 1 equipped weapon
Wrench goes from 16.62 to 16.62 expected primary-target DPS.
The comparison leaves out 1 conditional, temporary, proc, or target-dependent DPS-related effect. No fixed value is substituted for missing combat context.
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.
Availability and ownership fields
Same rarity, adjacent shop price
The Uncommon items either side of Cyberball 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