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'''Falloff Range''' is a [[Stats|stat]] that determines the falloff of a [[Hero|Hero's]] [[Weapon Damage]] over distance. == Overview == For most heroes, weapon damage falls off by -90% at maximum range and beyond, following a linear scale from minimum range. See "Base Falloff Range" table below for exceptions. Besides Weapon Damage, falloff range also affects the damage of some weapon-related [[abilities]] and [[items]], most notably [[Build-Up]] effects. Falloff range can be increased with items. The following heroes have exceptions to falloff range: * {{HeroIcon|Apollo}}'s weapon has no damage falloff and deals no damage beyond its max range. * {{HeroIcon|Bebop}}'s weapon has a separate Max Range stat that increases with [[Boon|Boons]], and deals no damage beyond its max range. * {{HeroIcon|Drifter}}'s weapon deals no damage beyond its max range. * {{HeroIcon|Graves}}' weapon has no damage falloff and deals no damage beyond its max range. ** Despite having no damage falloff, the falloff range is factored in when calculating Graves' [[Build-Up]] per bullet, most notably the buld-up from {{AbilityIcon|Essence Theft}}. ** As an exception, the effect from {{ItemIcon|Ricochet}} has damage falloff, calculated based on the distance from the main target to the ricochet'd target. * {{HeroIcon|Silver (Transformed)}}'s weapon has a fixed range that cannot be increased. === Explosive bullets === Alternate fire weapons with explosive bullets deal 50% damage at maximum explosion radius, multiplied by the regular damage falloff. == Falloff Range == Values referenced from [[Hero Comparison Table]]. Note: {{HeroIcon|Silver (Transformed)}}'s range is incorrect, she can only deal damage at melee range. {{#invoke:HeroDataArrays|heroFalloffRangeTable}} == Sources == {{Item stat table|falloff range}} {{Stat navbox}}
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