% Crit Chance
Changes Crit Chance by +15 percentage points.
Each owned copy contributes this additive effect.
Legendary · Tier IV · Base game
Structured effects, restated
Changes Crit Chance by +15 percentage points.
Each owned copy contributes this additive effect.Changes Range by +50 points.
Each owned copy contributes this additive effect.Changes Max HP by −3 points.
Each owned copy contributes this additive effect.Changes Armor by −1 point.
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 401.56 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 → 401.56
+55.32 DPS (+16%)
Gatling LaserRanged · Tier IV
163.64 → 204.55
+40.91 DPS (+25%)
ScytheMelee · Tier IV
215.22 → 246.57
+31.34 DPS (+14.6%)
Sniper GunRanged · Tier IV
53.33 → 81.15
+27.81 DPS (+52.1%)
ObliteratorRanged · Tier IV
127.42 → 145.98
+18.56 DPS (+14.6%)
Availability and ownership fields
Offer and resolved-stat relationships