Melee Damage
Changes Melee Damage by +3 points.
Each owned copy contributes this additive effect.
Rare · Tier III · Base game
Structured effects, restated
Changes Melee Damage by +3 points.
Each owned copy contributes this additive effect.Changes Ranged Damage by +3 points.
Each owned copy contributes this additive effect.Changes Elemental Damage by +3 points.
Each owned copy contributes this additive effect.Changes Engineering by +3 points.
Each owned copy contributes this additive effect.Changes Crit Chance by +5 percentage points.
Each owned copy contributes this additive effect.Changes Dodge by −6 percentage points.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Chain Gun goes from 65.48 to 268.39 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
Chain GunRanged · Tier IV
65.48 → 268.39
+202.90 DPS (+309.9%)
Gatling LaserRanged · Tier IV
163.64 → 230.45
+66.82 DPS (+40.8%)
ExcaliburMelee · Tier IV
346.24 → 379.88
+33.65 DPS (+9.7%)
MinigunRanged · Tier IV
57.22 → 84.00
+26.78 DPS (+46.8%)
DrillMelee · Tier IV
38.85 → 64.82
+25.97 DPS (+66.9%)
Availability and ownership fields
Offer and resolved-stat relationships