Luck
Changes Luck by +8 points.
Each owned copy contributes this additive effect.
Common · Tier I · Base game
Structured effects, restated
Changes Luck by +8 points.
Each owned copy contributes this additive effect.Changes Elemental Damage by −1 point.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Taser goes from 60.72 to 56.38 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
TaserRanged · Tier IV
60.72 → 56.38
−4.34 DPS (−7.1%)
FluteRanged · Tier IV
19.46 → 22.05
+2.59 DPS (+13.3%)
IcicleRanged · Tier IV
80.00 → 78.00
−2.00 DPS (−2.5%)
Thunder SwordMelee · Tier IV
72.58 → 70.65
−1.94 DPS (−2.7%)
LuteMelee · Tier IV
14.23 → 16.01
+1.78 DPS (+12.5%)
Availability and ownership fields
Offer and resolved-stat relationships