Equipment Damage Comparison
Stack your gear choices and see which weapon delivers the most consistent damage for your current stats and target.
Early Access release: January 21, 2026Equipment Damage Comparison
Compare up to three weapons with your current stats and see how they perform against different enemy profiles.
Class & Stats
Enemy & Powerup
Bonus applies to matching damage types. Use this to test a specific boost without changing base stats.
Weapon Choices
Comparison Results
How to Read the Comparison
Estimated DPS
This value blends base damage, scaling, crit chance from AGI, attack speed, and armor reduction. It updates as you change stats or enemies.
Defense Matching
Physical weapons use armor reduction, while magic weapons use magic resistance. Swap the enemy profile to see how defenses change the outcome.
Requirements Check
If your current stats do not meet the weapon requirements, the card will flag it. Adjust stats or swap gear before committing.
Powerup Bonus
Use the slider to apply a flat damage multiplier that represents temporary buffs or bonuses. It keeps the comparison consistent across picks.
Effect Value
Effect value reflects the number of effect slots available on the weapon. Use it as a quick signal for utility-heavy options.
Comparison Scenarios
Choosing Between Rarity Tiers
You just reached level 20 and found a Legendary sword with 220 base damage and 0.2 STR scaling. You're currently using an Epic sword with 195 base damage but 0.35 STR scaling. Your current stats are 38 STR / 22 AGI / 15 INT.
Load both weapons into the comparison tool. The Legendary sword shows 284 estimated DPS. The Epic sword shows 297 DPS. Despite the lower rarity, your high STR investment makes the Epic sword stronger for your build. If you respec to lower STR and raise AGI, the Legendary sword might pull ahead, but right now the Epic is the better choice.
Key insight: Higher rarity doesn't always mean higher DPS for your specific stat allocation.
Testing Weapons Against Armor Profiles
You're about to face a boss with 55 armor and considering three weapons: a fast dagger (160 base damage, 1.4 attack speed), a balanced sword (210 base damage, 1.0 attack speed), and a slow hammer (280 base damage, 0.7 attack speed).
Against the "normal" enemy profile (25 armor), the dagger leads with 312 DPS, the sword hits 298 DPS, and the hammer does 285 DPS. But when you switch to the "armored" profile (55 armor), the results flip. The hammer drops to 201 DPS, but it's still ahead of the dagger at 189 DPS because armor reduces each hit equally, and fewer big hits beat many small hits against heavy armor.
Decision point: Slower, high-damage weapons perform better against heavily armored targets.
Factoring in Effect Slots for Utility
You're comparing a pure DPS bow (268 estimated DPS, 1 effect slot) versus a hybrid bow (255 estimated DPS, 3 effect slots). The hybrid bow has slightly lower damage but can carry effects like lifesteal, poison, and slow.
If you're running solo and need sustain, the three effect slots let you stack lifesteal and defensive triggers that keep you alive longer. The 13 DPS difference becomes irrelevant if the pure DPS bow forces you to retreat and heal manually. For group play where a healer supports you, the pure DPS bow wins because you don't need the extra utility.
Playstyle consideration: Effect slots add survivability and utility that raw DPS numbers don't capture.
