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Contrary to what the percentages might suggest, multiple sources of damage amplification do not all stack in the same way. There are three distinct categories of Damage Amplification, each interacting with the damage formula differently:
Contrary to what the percentages might suggest, multiple sources of damage amplification do not all stack in the same way. There are three distinct categories of Damage Amplification, each interacting with the damage formula differently:


* '''Additive Amps:''' These add together with each other (and with Damage Reductions) into a single pool. They multiply the attacker's base bullet damage '''before''' flat weapon damage is added.
* '''Additive Amps:''' These add together with each other (inculding additive Damage Reductions) into a single pool.
* '''Multiplicative Amps:''' These multiply the total damage (including flat weapon damage) one by one. They act as a defensive debuff on the target rather than an offensive stat on the attacker.
* '''Multiplicative Amps:''' These multiply the total damage one by one.
* '''Instance Amps:''' These run a completely separate damage calculation and apply the damage alongside the original damage, resulting in two visible damage instances on screen.
* '''Instance Amps:''' These are nearly identical to multiplicative amps, main exception being they create a new instance of damage.
 
=== The Damage Formula ===
=== The Damage Formula ===
Based on testing, the generalized formula for how these amps apply to weapon damage is as follows:
Based on testing, the generalized formula for how these amps apply to weapon damage is as follows:


<math>\text{Damage} = [(\text{Base Bullet Damage} \times \text{Weapon Multiplier}) \times (1 + \text{Total Additive Amps}) + \text{Flat Weapon Damage}] \times \text{Multiplicative Amp}_1 \times \text{Multiplicative Amp}_2 \dots + \text{Instance Amp Damage}</math>
<math>\text{Damage} = [(\text{Base Bullet Damage} \times \text{Weapon Multiplier}) \times (1 + \text{Total Additive Amps}) + \text{Flat Bonus}] \times \text{Multiplicative Amp}_1 \times \text{Multiplicative Amp}_2 \dots \times \text{Instance Amp Damage}_1 \times \text{Instance Amp Damage}_2</math>


'''Example:'''  
'''Example:'''  
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== Bugs, Quirks, and Exceptions ==
== Bugs, Quirks, and Exceptions ==
* '''Instance Double Numbers:''' Instance Amps run a separate damage calculation, causing two damage numbers to appear on screen simultaneously.
* '''Additive Amps''' do not apply to many flat values, such as flat weapon damage bonuses, base damage for Melee abilities (Such as the bonus +60 damage from Calico's //slash ability T3), Capactior active, Backstabber, etc
* '''Headhunter Interaction:''' Multiplicative non-instance amps are the only amps that work correctly with {{ItemIcon|Headhunter}} damage.
* '''Headhunter Interaction:''' Multiplicative non-instance amps are the only amps that work correctly with {{ItemIcon|Headhunter}} damage.
* '''Return Fire / Reflection:''' Because Multiplicative Amps act as defensive stats on the target, if an attacker fires at a target with {{ItemIcon|Return Fire}} while the attacker has an M-amp active against them, the attacker will take increased reflected damage.
* '''Return Fire / Reflection:''' Because Multiplicative Amps act as defensive stats on the target, if an attacker fires at a target with {{ItemIcon|Return Fire}} while the attacker has an M-amp active against them, the attacker will take increased reflected damage.