Every point of Melee Damage adds 1.0 raw damage to each hit before rounding and % Damage.
Melee weapon · Base game · tier IV only
Drill
At the game default stat block
38.85 DPSExpected primary-target DPS (before enemy armor)
Tier IV · steady-state mean cycle 0.45 s · one equipped weaponThe coefficients competitors leave out
What Drill scales from
Every point of Engineering adds 1.0 raw damage to each hit before rounding and % Damage.
Use your current stats
Your Drill numbers
Using 1 equipped weapon
The keep-stacking answer
What +1 more point is worth now
+1 Melee Damage+4.44 DPS
+1 Engineering+4.44 DPS
Outside the number above
What Drill does that its DPS does not count
The DPS figure on this page measures direct damage to one target. Drill also carries the following, and none of it is in that figure. These are stated, not quantified: an amount the game itself declares is quoted as it stands, and no DPS is computed for a channel this site has not modelled.
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Builds up during the wave
Damage the ranking does not count
Gains stats automatically on a timer for the rest of the wave. The DPS figure is the start-of-wave value, before any of it accumulates.
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.”
Every figure here is measured with one equipped weapon. A character page ranks this same weapon inside that character’s own loadout, at the weapon-slot count that character starts with, and that count changes the steady-state cycle — so the same tier can show a different DPS there. Each character page states the count its figures use.
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
| Metric | Tier IV |
|---|---|
| Base damage | 10 |
| Cooldown | 2 ticks0.03 seconds |
| Critical hit | 50% × 2.5 |
| Melee Damage scaling | × 1.0 |
| Engineering scaling | × 1.0 |
| Shop price | 250 |
| Expected damage / hit | 17.50 |
| Expected primary-target DPS before enemy armor | 38.85 |
Read from the character pages
Characters that can start with Drill
No character’s starting weapon pool offers Drill, so no character can open a run holding it. Every run that uses it has to acquire it after the run has started.
Same computation, read by weapon
Where Drill is a notable outlier
This reads the character rankings the other way: which characters can’t equip Drill 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
Ranks notably higher than generic
- Ranks 27 places higher for Masochist than generic (#1 of 48 melee weapons here, #28 generic)
- Ranks 27 places higher for Pacifist than generic (#1 of 48 melee weapons here, #28 generic)
- Ranks 23 places higher for Artificer than generic (#5 of 48 melee weapons here, #28 generic)
- Ranks 18 places higher for Engineer than generic (#10 of 48 melee weapons here, #28 generic)
- Ranks 15 places higher for Speedy than generic (#13 of 48 melee weapons here, #28 generic)
- Ranks 13 places higher for Ogre than generic (#15 of 48 melee weapons here, #28 generic)
Ranks notably lower than generic
- Ranks 18 places lower for Crazy than generic (#46 of 48 melee weapons here, #28 generic)


























