Mace official art

Melee weapon · Abyssal Terrors · tier II–IV

Mace

HeavyMedieval

At the game default stat block

86.36 DPS

Expected primary-target DPS (before enemy armor)

Tier IV · steady-state mean cycle 1.23 s · one equipped weapon

The coefficients competitors leave out

What Mace scales from

Melee Damage × 1.0

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

% Attack Speed × -1.0

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

Use your current stats

Your Mace numbers

Player stats

Enter the final values shown on your character. Fields start at the game’s own default stat block, where every stat but Max HP starts at zero — a 0 here is that default, not an empty field. These values stay on this device when you open another weapon.

Using 1 equipped weapon

Expected damage / hit106.00one primary-target hit
Expected primary-target DPS (before enemy armor)86.361.23 s mean cycle

The keep-stacking answer

What +1 more point is worth now

+1 Melee Damage+0.91 DPS

+1 Attack Speed+0.93 DPS

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

Outside the number above

What Mace does that its DPS does not count

The DPS figure on this page measures direct damage to one target. Mace 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.

By tier

Measured on the rest of your loadout

What carrying Mace does to your other weapons

Equipping Mace writes its stat effect into your player stats, and every other weapon you carry reads that same stat block. Below is that write applied to each of the 78 other weapon families, through the same DPS calculation the rest of this page uses. The figures follow the weapon tier selected above.

Other families whose DPS changes 65 of 78 Tier II · −3% Attack Speed
Largest single change −4.6% Claw · Tier IV

Tier II Mace writes −3% Attack Speed into your player stats. 65 of the 78 other weapon families compute a different DPS while it is equipped (65 lower, 0 higher); the other 13 are unchanged.

Showing the 8 largest changes of 65. The smallest measured change is DEX-troyer at −0.1%.

Other families whose DPS changes 69 of 78 Tier III · −6% Attack Speed
Largest single change −8.4% Claw · Tier IV

Tier III Mace writes −6% Attack Speed into your player stats. 69 of the 78 other weapon families compute a different DPS while it is equipped (69 lower, 0 higher); the other 9 are unchanged.

  • ClawTier IV · 56.49 → 51.73 DPS −8.4%
  • BlunderbussTier IV · 14.07 → 13.30 DPS −5.5%
  • ObliteratorTier IV · 127.42 → 121.18 DPS −4.9%
  • HatchetTier IV · 73.12 → 69.54 DPS −4.9%
  • Sniper GunTier IV · 53.33 → 50.86 DPS −4.6%
  • Nuclear LauncherTier IV · 58.38 → 55.74 DPS −4.5%
  • CrossbowTier IV · 25.01 → 23.96 DPS −4.2%
  • FluteTier IV · 19.46 → 18.66 DPS −4.1%

Showing the 8 largest changes of 69. The smallest measured change is Spoon at −0.3%.

Other families whose DPS changes 72 of 78 Tier IV · −10% Attack Speed
Largest single change −13.0% Claw · Tier IV

Tier IV Mace writes −10% Attack Speed into your player stats. 72 of the 78 other weapon families compute a different DPS while it is equipped (72 lower, 0 higher); the other 6 are unchanged.

Showing the 8 largest changes of 72. The smallest measured change is Scythe at −0.7%.

What these figures assume

  • One copy of Mace equipped.
  • Each other weapon family measured at its own highest tier, on this site’s default stat block — the same baseline every DPS figure here quotes.
  • What the write does to Mace’s own damage is not included. That correction is not published on this site, so no figure on this page carries it.
  • Everything the DPS metric itself leaves out still applies — see What this number means below.

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

MetricTier IITier IIITier IV
Base damage4060100
Cooldown50 ticks0.83 seconds45 ticks0.75 seconds40 ticks0.67 seconds
Critical hit4% × 1.58% × 1.512% × 1.5
Melee Damage scaling× 1.0× 1.0× 1.0
% Attack Speed scaling× -0.5× -0.75× -1.0
Shop price4692185
Expected damage / hit40.8062.40106.00
Expected primary-target DPS before enemy armor29.2747.6186.36

Read from the character pages

Characters that can start with Mace

Mace is one of the starting weapon choices for 1 of the 64 characters, offered at Tier II 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 Mace is a notable outlier

This reads the character rankings the other way: which characters can’t equip Mace 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

Ranks notably lower than generic

  • Ranks 39 places lower for One-Armed than generic (#48 of 48 melee weapons here, #9 generic)
  • Ranks 34 places lower for Gladiator than generic (#42 of 48 melee weapons here, #8 generic)
  • Ranks 27 places lower for Artificer than generic (#35 of 48 melee weapons here, #8 generic)
  • Ranks 25 places lower for Masochist than generic (#33 of 48 melee weapons here, #8 generic)
  • Ranks 25 places lower for Pacifist than generic (#33 of 48 melee weapons here, #8 generic)
  • Ranks 18 places lower for Soldier than generic (#26 of 48 melee weapons here, #8 generic)