Melee Damage
Changes Melee Damage by +1 point.
Each owned copy contributes this additive effect.
Common · Tier I · Base game
Structured effects, restated
Changes Melee Damage by +1 point.
Each owned copy contributes this additive effect.Changes Knockback by +3.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Drill goes from 38.85 to 43.29 expected primary-target DPS.
Both sides use the shared expected primary-target, pre-mitigation direct-DPS engine. The after side adds fixed global-stat changes and the declared count/stat-scaled changes shown on this page. It includes staged damage rounding, crit expectation, projectile count, shooting duration, and steady-state mean cooldown.
It excludes enemy armor, target density, positioning, misses, overkill, burning, explosions, spawned attacks, temporary effects without a fixed duration state, conditional procs, target debuffs, and weapon-scripted damage changes. A displayed zero therefore means zero within this stated direct metric, not zero value in every combat situation.
Zero-stat baseline, highest available tier
DrillMelee · Tier IV
38.85 → 43.29
+4.44 DPS (+11.4%)
ExcaliburMelee · Tier IV
346.24 → 349.70
+3.46 DPS (+1%)
Circular SawMelee · Tier IV
48.32 → 50.26
+1.93 DPS (+4%)
ChainsawMelee · Tier IV
34.89 → 36.66
+1.77 DPS (+5.1%)
FistMelee · Tier IV
108.27 → 109.97
+1.70 DPS (+1.6%)
Availability and ownership fields
Offer and resolved-stat relationships
For declared direct stat effects, the same item calculation used on character pages applies each character’s stat-gain factors. A value group appears when the signed change is at least 50% of this item’s total absolute direct-stat magnitude.
Showing the 6 largest-magnitude changes of 7 characters in this group.