Melee Damage
Changes Melee Damage by +4 points.
Each owned copy contributes this additive effect.
Rare · Tier III · Base game
Structured effects, restated
Changes Melee Damage by +4 points.
Each owned copy contributes this additive effect.Changes Ranged Damage by +2 points.
Each owned copy contributes this additive effect.Changes Harvesting by +10 points.
Each owned copy contributes this additive effect.Changes Elemental Damage by −2 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 130.97 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 → 130.97
+65.48 DPS (+100%)
Gatling LaserRanged · Tier IV
163.64 → 196.36
+32.73 DPS (+20%)
DrillMelee · Tier IV
38.85 → 54.39
+15.54 DPS (+40%)
ExcaliburMelee · Tier IV
346.24 → 360.09
+13.85 DPS (+4%)
MinigunRanged · Tier IV
57.22 → 68.67
+11.44 DPS (+20%)
Availability and ownership fields
Offer and resolved-stat relationships
For declared direct stat effects, the same item calculation used on character pages applies each character’s stat-gain factors. A value group appears when the signed change is at least 50% of this item’s total absolute direct-stat magnitude.