Every point of Attack Speed adds 0.3 raw damage to each hit before rounding and % Damage.
Melee weapon · Base game · tier I–IV
Claw
At zero bonus stats
56.49 DPSExpected primary-target DPS (before enemy armor)
Tier IV · steady-state mean cycle 0.61 s · one equipped weaponThe coefficients competitors leave out
What Claw scales from
Every point of Melee Damage adds 0.5 raw damage to each hit before rounding and % Damage.
Use your current stats
Your Claw numbers
Using zero bonus player stats
The keep-stacking answer
What +1 more point is worth now
+1 Attack Speed+2.36 DPS
+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.”
For melee cycle timing, the calculation uses the weapon’s listed maximum range as attack distance, matching the damage model’s cross-validation method; runtime target distance can change that timing.
Listed values + computed output
All available tiers
Zero player bonus stats
| Metric | Tier I | Tier II | Tier III | Tier IV |
|---|---|---|---|---|
| Base damage | 5 | 10 | 15 | 25 |
| Cooldown | 13 ticks0.22 seconds | 11 ticks0.18 seconds | 8 ticks0.13 seconds | 3 ticks0.05 seconds |
| Critical hit | 10% × 2 | 15% × 2.15 | 20% × 2.3 | 25% × 2.5 |
| % Attack Speed scaling | × 0.15 | × 0.2 | × 0.25 | × 0.3 |
| Melee Damage scaling | × 0.5 | × 0.5 | × 0.5 | × 0.5 |
| Shop price | 15 | 28 | 55 | 110 |
| Expected damage / hit | 5.50 | 11.80 | 19.00 | 34.50 |
| Expected primary-target DPS before enemy armor | 7.08 | 15.86 | 27.38 | 56.49 |
Same computation, read by weapon
Where Claw is a notable outlier
This reads the character rankings the other way: which characters can’t equip Claw 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 19 places higher for One-Armed than generic (#2 of 48 melee weapons here, #21 generic)
- Ranks 18 places higher for Masochist than generic (#3 of 48 melee weapons here, #21 generic)
- Ranks 18 places higher for Pacifist than generic (#3 of 48 melee weapons here, #21 generic)
- Ranks 16 places higher for Gladiator than generic (#5 of 48 melee weapons here, #21 generic)
- Ranks 14 places higher for Artificer than generic (#7 of 48 melee weapons here, #21 generic)
- Ranks 13 places higher for Soldier than generic (#8 of 48 melee weapons here, #21 generic)
Showing the 6 largest moves of 7 characters this weapon ranks higher for.
Ranks notably lower than generic
- Ranks 25 places lower for Buccaneer than generic (#46 of 48 melee weapons here, #21 generic)
- Ranks 25 places lower for Doctor than generic (#46 of 48 melee weapons here, #21 generic)
- Ranks 22 places lower for Lucky than generic (#43 of 48 melee weapons here, #21 generic)
- Ranks 16 places lower for Dwarf than generic (#37 of 48 melee weapons here, #21 generic)
- Ranks 13 places lower for Ogre than generic (#34 of 48 melee weapons here, #21 generic)























