% Damage
Changes Damage by +25 percentage points.
Each owned copy contributes this additive effect.
Rare · Tier III · Base game
Structured effects, restated
Changes Damage by +25 percentage points.
Each owned copy contributes this additive effect.Changes Armor by −3 points.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Excalibur goes from 346.24 to 432.80 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
ExcaliburMelee · Tier IV
346.24 → 432.80
+86.56 DPS (+25%)
ScytheMelee · Tier IV
215.22 → 269.75
+54.52 DPS (+25.3%)
Gatling LaserRanged · Tier IV
163.64 → 212.73
+49.09 DPS (+30%)
Flaming Brass KnucklesMelee · Tier IV
135.34 → 169.18
+33.84 DPS (+25%)
Power FistMelee · Tier IV
135.34 → 169.18
+33.84 DPS (+25%)
Availability and ownership fields
Offer and resolved-stat relationships
For declared direct stat effects, the same item calculation used on character pages applies each character’s stat-gain factors. A value group appears when the signed change is at least 50% of this item’s total absolute direct-stat magnitude.