Every point of Melee Damage adds 0.5 raw damage to each hit before rounding and % Damage.
Melee weapon · Abyssal Terrors · tier I–IV
Lute
At the game default stat block
14.23 DPSExpected primary-target DPS (before enemy armor)
Tier IV · steady-state mean cycle 1.14 s · one equipped weaponThe coefficients competitors leave out
What Lute scales from
Every point of Luck adds 0.25 raw damage to each hit before rounding and % Damage.
Use your current stats
Your Lute numbers
Using 1 equipped weapon
The keep-stacking answer
What +1 more point is worth now
+1 Melee Damage+0.00 DPS
Takes +2 Melee Damage before this DPS figure moves.
+1 Luck+0.00 DPS
Takes +4 Luck before this DPS figure moves.
Outside the number above
What Lute does that its DPS does not count
The DPS figure on this page measures direct damage to one target. Lute 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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Enemies take more damage
Damage the ranking does not count
Hits raise the damage the target takes from every source for a few seconds. That gain lands on your other weapons, so it appears in no weapon’s DPS figure — including this one’s.
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 I | Tier II | Tier III | Tier IV |
|---|---|---|---|---|
| Base damage | 4 | 8 | 12 | 16 |
| Cooldown | 45 ticks0.75 seconds | 40 ticks0.67 seconds | 35 ticks0.58 seconds | 30 ticks0.5 seconds |
| Critical hit | 3% × 1.5 | 3% × 1.5 | 3% × 1.5 | 3% × 1.5 |
| Melee Damage scaling | × 0.5 | × 0.5 | × 0.5 | × 0.5 |
| Luck scaling | × 0.1 | × 0.15 | × 0.2 | × 0.25 |
| Shop price | 15 | 31 | 61 | 122 |
| Expected damage / hit | 4.06 | 8.12 | 12.18 | 16.24 |
| Expected primary-target DPS before enemy armor | 3.10 | 6.47 | 10.17 | 14.23 |
Read from the character pages
Characters that can start with Lute
Lute is one of the starting weapon choices for 4 of the 64 characters, offered at Tier I in every one of them. Each of those pages ranks that character’s whole opening pool by computed DPS, so you can see where this weapon lands before the first wave.
Same computation, read by weapon
Where Lute is a notable outlier
This reads the character rankings the other way: which characters can’t equip Lute 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.














