Every point of Melee Damage adds 0.5 raw damage to each hit before rounding and % Damage.
Ranged weapon · Base game · tier I–IV
Shuriken
At zero bonus stats
26.57 DPSExpected primary-target DPS (before enemy armor)
Tier IV · steady-state mean cycle 0.70 s · one equipped weaponThe coefficients competitors leave out
What Shuriken scales from
Use your current stats
Your Shuriken numbers
Using zero bonus player stats
The keep-stacking answer
What +1 more point is worth now
+1 Melee Damage+0.00 DPS
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.”
Listed values + computed output
All available tiers
Zero player bonus stats
| Metric | Tier I | Tier II | Tier III | Tier IV |
|---|---|---|---|---|
| Base damage | 7 | 9 | 11 | 15 |
| Cooldown | 40 ticks0.67 seconds | 38 ticks0.63 seconds | 36 ticks0.6 seconds | 30 ticks0.5 seconds |
| Critical hit | 35% × 1.5 | 38% × 1.5 | 41% × 1.5 | 45% × 1.5 |
| Melee Damage scaling | × 0.25 | × 0.34 | × 0.42 | × 0.5 |
| Shop price | 12 | 26 | 52 | 105 |
| Expected damage / hit | 8.40 | 10.90 | 13.46 | 18.60 |
| Expected primary-target DPS before enemy armor | 9.69 | 13.08 | 16.83 | 26.57 |
Same computation, read by weapon
Where Shuriken is a notable outlier
This reads the character rankings the other way: which characters can’t equip Shuriken 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 18 places higher for Diver than generic (#4 of 31 ranged weapons here, #22 generic)
- Ranks 15 places higher for Brawler than generic (#7 of 31 ranged weapons here, #22 generic)
- Ranks 13 places higher for Artificer than generic (#9 of 31 ranged weapons here, #22 generic)
- Ranks 13 places higher for Masochist than generic (#9 of 31 ranged weapons here, #22 generic)
- Ranks 13 places higher for Pacifist than generic (#9 of 31 ranged weapons here, #22 generic)

















