Ranged Damage
Changes Ranged Damage by +1 point.
Each owned copy contributes this additive effect.
Common · Tier I · Base game
Structured effects, restated
Changes Ranged Damage by +1 point.
Each owned copy contributes this additive effect.Changes Elemental Damage by +1 point.
Each owned copy contributes this additive effect.Changes Knockback by −3.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Chain Gun goes from 65.48 to 98.71 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
Chain GunRanged · Tier IV
65.48 → 98.71
+33.23 DPS (+50.7%)
Gatling LaserRanged · Tier IV
163.64 → 180.00
+16.36 DPS (+10%)
Double Barrel ShotgunRanged · Tier IV
46.35 → 51.50
+5.15 DPS (+11.1%)
ObliteratorRanged · Tier IV
127.42 → 132.20
+4.78 DPS (+3.7%)
Laser GunRanged · Tier IV
62.42 → 66.17
+3.75 DPS (+6%)
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.