final = character base + (items + levels) × character modifier ×N. Stat-links apply last.
4 Weapon & DPS
Damage / hit
–
–
Crit hit
–
–
Attacks / sec
–
hard cap 12/s
Over the 12 attacks/sec engine cap — excess Attack Speed wasted.
Crit chance
–
weapon base + your Crit stat
Expected DPS (all weapons, crit averaged)
–
Expected DPS vs extra Attack Speed◆ you are here
5 Defense & EHP
Damage taken
–
+armor: 1/(1+A/15) · −armor: (15−2A)/(15−A)
Tooltip reduction
–
rounded; game uses exact
Effective HP
–
MaxHP / damageTaken
Dodge used
–
cap 60%
EHP including dodge
–
Armor: linear EHP vs "diminishing" tooltip◆ you are here
Enemy damage rounds before armor, then again after — 6+ armor turns a 2-damage hit into 1.
6 Sustain
Regen tick
–
11.25 / (1.25 + regen)
Regen HP/s
–
regen/11.25 + 1/9
Life Steal HP/s
–
hits/s × proc% — cap 10 HP/s
Life Steal at its 0.1s ICD cap (10 HP/s max).
Total sustain
–
per second
Life Steal vs hit rate — the 10/s ceiling◆ you are here
Hits/s = attacks/s × weapon copies. Explosions, burn and turrets don't proc Life Steal.
7 Economy & Rarity
Avg item price
–
(base + wave + base×0.1×wave) × shop%
Recycle value
–
25% of current prices
First reroll
–
–
Material drop
–
wave 5+: 100% − 1.5%×wave, floor 50%
Harvesting payout
–
End Wave ▸ applies the +5% (rounded up) automatically
Shop rarity odds (wave + luck)
T4–
T3–
T2–
T1–
Rarity odds by wave (at your Luck)◆ current wave
Harvesting projection — next 10 waves
8 Endless Mode
Endless Factor
–
tri(wave−20)/100 × (2 + 0.2×(wave−35)⁺)
Enemy HP
–
× (1 + 2.25×EF)
Enemy damage
–
× (1 + EF)
Enemy speed
–
cap ×2.75
Item prices
–
× (1 + EF/5)
%-HP dmg effect.
–
from wave 39
Fruit drops
–
÷ (1 + EF)
Iframes
–
÷ max(1, EF)
Enemy multipliers by wave
HPdamagespeedprices
Weapon Damage Calculator
Weapon — tap to change · add more to compare
No preset loaded — these sliders define the weapon.
Pick Custom in the browser to come back here at any time.
Primary stats
Secondary stats
Only the marked ◆ ones feed the damage figures — the rest drive
explosions, structures, burning and economy, which this calculator does not model.
Build effects
Not stats on the game's stat screen — effects a character or item
grants (Renegade's +2 projectiles; Nail, Frozen Heart and Creature's
“weapon damage additionally scales with N% of…”). They apply to whatever weapon you hold.
M2 Defense & EHP
Max HP, Armor and Dodge come from the M1 stat sheet.
Damage taken
–
+armor: 1/(1+A/15) · −armor: (15−2A)/(15−A)
Tooltip reduction
–
rounded; game uses exact
Effective HP
–
MaxHP / damageTaken
EHP multiplier
–
+6.67% per armor point
EHP including dodge
–
Armor: linear EHP vs "diminishing" tooltip◆ you are here
M3 Sustain
HP Regeneration and Life Steal come from the M1 stat sheet.
Regen tick
–
11.25 / (1.25 + regen)
Regen HP/s
–
regen/11.25 + 1/9
Life Steal HP/s
–
cap 10 HP/s
Life Steal at its 0.1s ICD cap.
Total sustain
–
per second
Life Steal vs hit rate — the 10/s ceiling◆ you are here