Chainsaw official art

Melee weapon · Abyssal Terrors · tier III–IV

Chainsaw

BladeTool

At zero bonus stats

34.89 DPS

Expected primary-target DPS (before enemy armor)

Tier IV · steady-state mean cycle 0.58 s · one equipped weapon

The coefficients competitors leave out

What Chainsaw scales from

Melee Damage × 1.0

Every point of Melee Damage adds 1.0 raw damage to each hit before rounding and % Damage.

Engineering × 1.0

Every point of Engineering adds 1.0 raw damage to each hit before rounding and % Damage.

% Life Steal × 1.0

Every point of Life Steal adds 1.0 raw damage to each hit before rounding and % Damage.

Use your current stats

Your Chainsaw numbers

Player stats

Enter the final values shown on your character. These values stay on this device when you open another weapon.

Using zero bonus player stats

Expected damage / hit20.30one primary-target hit
Expected primary-target DPS (before enemy armor)34.890.58 s mean cycle

The keep-stacking answer

What +1 more point is worth now

+1 Melee Damage+1.77 DPS

+1 Engineering+1.77 DPS

+1 Life Steal+1.77 DPS

Exact discrete change after the game’s truncation and rounding steps—not a smoothed estimate.

Metric boundary

What this number means

Expected primary-target DPS (before enemy armor) includes weapon base damage, the listed scaling coefficients, % Damage, weapon and player crit chance, projectile count, shooting duration, and steady-state mean cooldown. It assumes every projectile aimed at the primary target connects.

It excludes enemy armor, weapon-set damage bonuses, later pierce or bounce targets, melee area targets, misses, overkill, burning, explosions, spawned projectiles, on-hit effects, and weapon-scripted damage changes. The chain figure is separate and assumes enough distinct targets for every listed bounce and pierce. Neither figure is “actual DPS.”

For melee cycle timing, the calculation uses the weapon’s listed maximum range as attack distance, matching the damage model’s cross-validation method; runtime target distance can change that timing.

Listed values + computed output

All available tiers

Zero player bonus stats

MetricTier IIITier IV
Base damage1020
Cooldown2 ticks0.03 seconds2 ticks0.03 seconds
Critical hit3% × 1.53% × 1.5
Melee Damage scaling× 0.75× 1.0
Engineering scaling× 0.75× 1.0
% Life Steal scaling× 0.75× 1.0
Shop price112242
Expected damage / hit10.1520.30
Expected primary-target DPS before enemy armor17.6834.89

Same computation, read by weapon

Where Chainsaw is a notable outlier

This reads the character rankings the other way: which characters can’t equip Chainsaw at all, and which ones its computed rank moves materially away from the generic, zero-bonus order. Same comparison each character page uses — default 10 Max HP, zero other bonus stats, weapons at their highest usable tier, before enemy armor; full stated assumptions are on each character’s own page.

Cannot use this weapon

  • Ranger — Melee weapons filtered from offers and cannot be bought
  • Renegade — Melee weapons filtered from offers and cannot be bought
  • Wildling — Weapon progression capped at Tier 2

Ranks notably higher than generic

  • Ranks 27 places higher for Artificer than generic (#2 of 48 melee weapons here, #29 generic)
  • Ranks 21 places higher for Masochist than generic (#8 of 48 melee weapons here, #29 generic)
  • Ranks 21 places higher for Pacifist than generic (#8 of 48 melee weapons here, #29 generic)
  • Ranks 15 places higher for Sick than generic (#14 of 48 melee weapons here, #29 generic)

Ranks notably lower than generic

  • Ranks 16 places lower for Chunky than generic (#45 of 48 melee weapons here, #29 generic)
  • Ranks 16 places lower for Cryptid than generic (#45 of 48 melee weapons here, #29 generic)
  • Ranks 16 places lower for Druid than generic (#45 of 48 melee weapons here, #29 generic)
  • Ranks 11 places lower for Crazy than generic (#40 of 48 melee weapons here, #29 generic)