Melee

Melee is a dependable alternative when you run out of ammo or maybe a preferable means of defense. You can purchase them through Apartment shop or loot them from some dead bodies. Melee is randomized, having always random name, stat, shape and color - the color can be changed in Wardrobe.

## Stats

Melee has several stats, as other things in DDS, these are as follow:

* **Level** - Ranges from 1 to 10 and determines the ceiling values for other stats. The maximum level that you can upgrade your melee to is 9. Level 10 weapons can only be obtained from Black Knights.

* **Damage (DMG)** - The base damage of one collision with the enemy, damage (DMG) stat reduces armor (ARM) stat, when armor (ARM) hits 0, the target is destroyed. Higher values are more desirable.

* **Penetration (PEN)** - A conditional pure damage, if after applying normal weapon's **DMG** target's **ARM** is less than the **PEN** value, then the weapon deals additional damage equal to the **PEN** value. Higher values are more desirable.

* **Weapon Type** - Determines the basis of a weapon such as sword, dagger or spear.

* **Attack Pattern** - Depends on the type, this represents the way weapon is swung, such as half swing, quarter swing, full swing or stab, during which the weapon actively deals damage. If a weapon collides with a wall or another swinging weapon during it's swing, the attack will be canceled.

* **Speed (SPD)** - Affects how quickly a weapon is swung. Higher values are not always desirable.

* **Rotation Difficulty (RTD)** - How fast you can rotate your weapon to where you're aiming. Lower values are more desirable.

* **Reflection (REF)** - Whenever the weapon is swung it can reflect projectiles at a random angle between **0** and **REF** value.

* **Cooldown (CD)** - Cooldown determines the time between swings.

* **Swing Time (ST)** - Time needed to finish the swing.

* **Luck (LCK)** - Luck is a hidden stat and you should really worry about it.

Every melee also has a **Direction** value that is represented by an arrow on the stats window. This determines how the weapon is swung, but mainly affects weapons with half and quarter swings **Attack Patterns**, for example, when you're aiming **up** and the arrow points to the **left**, you will swing your weapon *from left to right*, some weapons *alternate* between the left and right when swung, for example a **Mace**, and some only attack in a *fixed* direction, for example a **Katana**, however you can **manually change the direction** by pressing the **Reload / Flip** key (default **R**).

## Weapon types

Weapon types change the attack pattern of a melee. Below is a list of all possible types. Types marked with an "\*" are **Nonlethal**.

## Stats generation

Whenever a melee is created the game runs the following algorithm:

1. Generate **6** numbers (n1, n2, n3...), each ranging from **0.001** to **10.0**.
2. **Each** number is then **divided** by the **sum** of all numbers, **multiplied** by **0.5** and then **multiplied** by **6**. Therefore the lowest possible number it can generate is **0.0000599988** while the highest is **2.99850074963**.
3. Those numbers are then used to generate each stat using linear Interpolation (**a** + (**b** — **a**) \* **t**) . The formulas are as follows:
	1. **DMG** = (**level** + ((**level \* 2**) - **level**) \* **n1**) \* **Weapon type DMG Bonus**;
	2. **SPD** = (**10** + ((**25** + **level**) - **10**) \* **n2**) **\* Weapon type SPD Bonus**, if it's more than **35**, then: **SPD** = **35**;
	3. **PEN** = (**level** + ((**1,5** \* **level**) - **level**) \* **n1**) **\* Weapon type PEN Bonus**;
	4. **RTD** = (**1** + (**0.1** - **1**) \* **n4**) **\* Weapon type RTD Bonus**;
	5. **REF** = (**45** + (**0** - **45**) \* **n5**) **\* Weapon type REF Bonus**, if it's less than 0.05, then: **REF** = **0.05**;
	6. **CD** = (**1** + (**0.1** - **1**) \* **n6**) **\* Weapon type CD Bonus**;

## Legendary guns

Legendary melee are unique and have fixed stats and appearance, they are always level 9.

 **One Thousand Cuts** | Push Dagger

1. ↑ 1.0 1.1 Can only be obtained as a drop from enemies on a certain mission.