Every point of Ranged Damage adds 0.4 raw damage to each hit before rounding and % Damage.
Ranged weapon · Base game · tier II–IV
Potato Thrower
At zero bonus stats
35.82 DPSExpected primary-target DPS (before enemy armor)
Tier IV · steady-state mean cycle 0.28 s · one equipped weaponThe coefficients competitors leave out
What Potato Thrower scales from
Every point of Max HP adds 0.2 raw damage to each hit before rounding and % Damage.
Use your current stats
Your Potato Thrower numbers
Using zero bonus player stats
The keep-stacking answer
What +1 more point is worth now
+1 Ranged Damage+0.00 DPS
+1 Max HP+0.00 DPS
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.”
Listed values + computed output
All available tiers
Zero player bonus stats
| Metric | Tier II | Tier III | Tier IV |
|---|---|---|---|
| Base damage | 3 | 5 | 10 |
| Cooldown | 15 ticks0.25 seconds | 10 ticks0.17 seconds | 5 ticks0.08 seconds |
| Critical hit | 3% × 1.5 | 3% × 1.5 | 3% × 1.5 |
| Ranged Damage scaling | × 0.4 | × 0.4 | × 0.4 |
| Max HP scaling | × 0.2 | × 0.2 | × 0.2 |
| Shop price | 36 | 69 | 139 |
| Expected damage / hit | 3.06 | 5.09 | 10.15 |
| Expected primary-target DPS before enemy armor | 6.80 | 13.88 | 35.82 |
Same computation, read by weapon
Where Potato Thrower is a notable outlier
This reads the character rankings the other way: which characters can’t equip Potato Thrower 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.
















