Melee Damage
Changes Melee Damage by +20 points.
Each owned copy contributes this additive effect.
Legendary · Tier IV · Base game
Structured effects, restated
Changes Melee Damage by +20 points.
Each owned copy contributes this additive effect.Changes HP Regeneration by +5 points.
Each owned copy contributes this additive effect.Changes Knockback by +5.
Each owned copy contributes this additive effect.Changes Damage by −8 percentage points.
Each owned copy contributes this additive effect.Changes Speed by −3 percentage points.
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 108.77 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 → 108.77
+69.93 DPS (+180%)
KnifeMelee · Tier IV
82.16 → 124.88
+42.72 DPS (+52%)
ExcaliburMelee · Tier IV
346.24 → 382.67
+36.43 DPS (+10.5%)
Circular SawMelee · Tier IV
48.32 → 79.25
+30.93 DPS (+64%)
ChainsawMelee · Tier IV
34.89 → 64.58
+29.68 DPS (+85.1%)
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.