Luck
Changes Luck by +10 points.
Each owned copy contributes this additive effect.
Common · Tier I · Base game
Structured effects, restated
Changes Luck by +10 points.
Each owned copy contributes this additive effect.Changes Damage by −2 percentage 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 339.31 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 → 339.31
−6.92 DPS (−2%)
ScytheMelee · Tier IV
215.22 → 210.92
−4.30 DPS (−2%)
Flaming Brass KnucklesMelee · Tier IV
135.34 → 131.96
−3.38 DPS (−2.5%)
Power FistMelee · Tier IV
135.34 → 131.96
−3.38 DPS (−2.5%)
FluteRanged · Tier IV
19.46 → 22.05
+2.59 DPS (+13.3%)
Availability and ownership fields
Offer and resolved-stat relationships