Melee Damage
Changes Melee Damage by +3 points.
Each owned copy contributes this additive effect.
Uncommon · Tier II · Base game
Structured effects, restated
Changes Melee Damage by +3 points.
Each owned copy contributes this additive effect.Changes Max HP by +5 points.
Each owned copy contributes this additive effect.Changes Range by −15 points.
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 373.94 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 → 373.94
+27.70 DPS (+8%)
DrillMelee · Tier IV
38.85 → 51.06
+12.21 DPS (+31.4%)
KnifeMelee · Tier IV
82.16 → 88.73
+6.57 DPS (+8%)
Circular SawMelee · Tier IV
48.32 → 54.12
+5.80 DPS (+12%)
ChainsawMelee · Tier IV
34.89 → 40.15
+5.26 DPS (+15.1%)
Availability and ownership fields
Offer and resolved-stat relationships