Melee Damage
Changes Melee Damage by +2 points.
Each owned copy contributes this additive effect.
Common · Tier I · Base game
Structured effects, restated
Changes Melee Damage by +2 points.
Each owned copy contributes this additive effect.Changes Attack Speed by −3 percentage points.
Each owned copy contributes this additive effect.Changes Max HP by +2 points.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Excalibur goes from 346.24 to 359.27 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
ExcaliburMelee · Tier IV
346.24 → 359.27
+13.04 DPS (+3.8%)
DrillMelee · Tier IV
38.85 → 46.46
+7.61 DPS (+19.6%)
Circular SawMelee · Tier IV
48.32 → 52.06
+3.74 DPS (+7.7%)
ChainsawMelee · Tier IV
34.89 → 38.28
+3.39 DPS (+9.7%)
ObliteratorRanged · Tier IV
127.42 → 124.22
−3.20 DPS (−2.5%)
Availability and ownership fields
Offer and resolved-stat relationships