Every point of Ranged Damage adds 0.75 raw damage to each hit before rounding and % Damage.
Ranged weapon · Base game · tier III–IV
Minigun
At the game default stat block
57.22 DPSExpected primary-target DPS (before enemy armor)
Tier IV · steady-state mean cycle 0.09 s · one equipped weaponThe coefficients competitors leave out
What Minigun scales from
Use your current stats
Your Minigun numbers
Using 1 equipped weapon
The keep-stacking answer
What +1 more point is worth now
+1 Ranged Damage+0.00 DPS
Takes +2 Ranged Damage before this DPS figure moves.
Metric boundary
What this number means
Expected primary-target DPS (before enemy armor) includes weapon base damage, the listed scaling coefficients, % Damage, weapon and player crit chance, projectile count, shooting duration, and steady-state mean cooldown. It assumes every projectile aimed at the primary target connects.
It excludes enemy armor, weapon-set damage bonuses, later pierce or bounce targets, melee area targets, misses, overkill, burning, explosions, spawned projectiles, on-hit effects, and weapon-scripted damage changes. The chain figure is separate and assumes enough distinct targets for every listed bounce and pierce. Neither figure is “actual DPS.”
Every figure here is measured with one equipped weapon. A character page ranks this same weapon inside that character’s own loadout, at the weapon-slot count that character starts with, and that count changes the steady-state cycle — so the same tier can show a different DPS there. Each character page states the count its figures use.
Listed values + computed output
All available tiers
Zero player bonus stats
| Metric | Tier III | Tier IV |
|---|---|---|
| Base damage | 2 | 5 |
| Cooldown | 3 ticks0.05 seconds | 3 ticks0.05 seconds |
| Critical hit | 1% × 1.75 | 3% × 2 |
| Ranged Damage scaling | × 0.5 | × 0.75 |
| Shop price | 127 | 255 |
| Expected damage / hit | 2.02 | 5.15 |
| Expected primary-target DPS before enemy armor | 22.44 | 57.22 |
Read from the character pages
Characters that can start with Minigun
No character’s starting weapon pool offers Minigun, so no character can open a run holding it. Every run that uses it has to acquire it after the run has started.
Same computation, read by weapon
Where Minigun is a notable outlier
This reads the character rankings the other way: which characters can’t equip Minigun at all, and which ones its computed rank moves materially away from the generic, zero-bonus order. Same comparison each character page uses — default 10 Max HP, zero other bonus stats, weapons at their highest usable tier, before enemy armor; full stated assumptions are on each character’s own page.
Cannot use this weapon
- Dwarf — Ranged weapons filtered from offers and cannot be bought
- Gladiator — Ranged weapons filtered from offers and cannot be bought
- Knight — Ranged weapons filtered from offers and cannot be bought
- Ogre — Ranged weapons filtered from offers and cannot be bought
- Wildling — Weapon progression capped at Tier 2
Ranks notably higher than generic
Ranks notably lower than generic
- Ranks 12 places lower for Crazy than generic (#26 of 31 ranged weapons here, #14 generic)

























