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 Crit Chance by +3 percentage points.
Each owned copy contributes this additive effect.Changes Max HP by −1 point.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Excalibur goes from 346.24 to 359.78 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
ExcaliburMelee · Tier IV
346.24 → 359.78
+13.55 DPS (+3.9%)
Gatling LaserRanged · Tier IV
163.64 → 171.82
+8.18 DPS (+5%)
ScytheMelee · Tier IV
215.22 → 222.97
+7.75 DPS (+3.6%)
DrillMelee · Tier IV
38.85 → 44.42
+5.57 DPS (+14.3%)
HatchetMelee · Tier IV
73.12 → 76.92
+3.80 DPS (+5.2%)
Availability and ownership fields
Offer and resolved-stat relationships