Armor
Changes Armor by +2 points.
Each owned copy contributes this additive effect.
Uncommon · Tier II · Base game
Structured effects, restated
Changes Armor by +2 points.
Each owned copy contributes this additive effect.Changes Dodge by +6 percentage points.
Each owned copy contributes this additive effect.Changes Max HP by −3 points.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using Max HP 10 · 1 equipped weapon
Excalibur goes from 380.86 to 370.47 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
380.86 → 370.47
−10.39 DPS (−2.7%)
Spiky ShieldMelee · Tier IV
30.57 → 34.65
+4.08 DPS (+13.3%)
Potato ThrowerRanged · Tier IV
42.99 → 39.46
−3.53 DPS (−8.2%)
Rail GunRanged · Tier IV
38.23 → 40.40
+2.17 DPS (+5.7%)
ChopperMelee · Tier IV
46.20 → 44.80
−1.40 DPS (−3%)
Availability and ownership fields
Same rarity, adjacent shop price
The Uncommon items either side of Leather Vest 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