Editing Weapon Damage

Jump to navigation Jump to search
Warning: You are not logged in. Once you make an edit, a temporary account will be created for you. Learn more. Log in or create an account to continue receiving notifications after this account expires, and to access other features.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
'''Weapon Damage''' is a stat that determines the player's [[Bullet Damage]], and also increases their [[Melee Damage]]. Some [[abilities]] can deal Weapon Damage.
{{Plink|Weapon Damage|pic=Bullet damage}} is a stat that increases [[Bullet Damage]], Light [[Melee Damage]], and Heavy Melee Damage.
{{#ev:youtube|xGTD-bBA57M|360|description=Video explaining Weapon Damage}}


== Base Weapon Properties ==
== Headshots ==
=== Base Bullet Damage ===
Aiming for the head will deal increased damage. [[Troopers]], [[Guardians]], and [[Heroes]] have a weakpoint hitbox that receives approximately double base bullet damage when hit by a weapon. {{HeroIcon|Seven}} receives reduced incoming headshot damage, as do {{HeroIcon|Mo & Krill}}, who have a separate hitbox for each of Mo and Krill's heads.
Base Bullet Damage is the amount of damage your Hero deals with no items. This value is unique to each hero and increases automatically as you level up through [[Boons]].


=== Spreadshots ===
Several items have effects that proc on headshots, such as {{ItemIcon|Headshot Booster}}, {{ItemIcon|Headhunter}}, and {{ItemIcon|Crippling Headshot}}.
Spreadshots allow certain weapons to fire multiple bullets at once (such as shotguns or shurikens). In these cases, all calculation rules apply to every individual bullet.


{{HeroIcon|Drifter}} Is an exception to this, where the same amount of bullet damage is dealt to a target regardless of how many pellets hit per shot.
== Math ==
<!-- if we include this table it should be automated
The formula for weapon damage is: <math>x_f = x_i * (1 + \sum_{i=1}^n \text{Shop Bonus} + \sum_{i=1}^n \text{BaseAttackDamagePercent} + \sum_{i=1}^n \text{Golden Statues})</math><br/><!--this is missing damage dropoff and bullet resist calc -->
{| class="wikitable"
where:<br/>
! Hero
<math>
! Bullets per shot
\begin{align}
! Pattern
  x_f &= \text{final weapon damage,} \\
|-
  x_i &= \text{initial weapon damage,} \\
| {{HeroIcon|Abrams}}
  Shop Bonus &= \text{Increase based on the tier,} \\
| 9
  BaseAttackDamagePercent &= \text{weapon damage value,} \\
| Semi-Fixed
  Golden Statues &= \text{Golden Statue value}
|-
\end{align}
| {{HeroIcon|Calico}}
</math>
| Fixed
|-
| {{HeroIcon|Mo & Krill}}
| 4
| Semi-Fixed
|-
| {{HeroIcon|Shiv}}
| 6-12
| Random
|-
| {{HeroIcon|Yamato}}
| 5
| Semi-Fixed
|-
| {{HeroIcon|Pocket}}
| 7
| Fixed
|}-->
 
=== Piercing shots ===
{{HeroIcon|Paige}}'s weapon's shots pierce through enemies and can hit multiple enemies per projectile, disappearing only when they hit a map surface. However, they do not deal headshot bonus damage, but can proc headshot items.
 
{{HeroIcon|Doorman}}'s weapon's shots also pierce enemies. Unlike Paige's, they can deal headshot damage but deal half damage to all enemies hit after the first.
 
=== Melee Damage ===
[[Melee Damage]] is considered a source of Weapon Damage and scales with the Weapon Damage stat by 50%. Items and abilities that trigger from "dealing weapon damage" or "weapon damage hits" (e.g. {{ItemIcon|Stalker}}, {{AbilityIcon|Card Trick}}, etc.) include Melee Damage. Some effects that specify "bullets", such as {{ItemIcon|Metal Skin}} and {{ItemIcon|Toxic Bullets}}, have no effect with Melee Damage, but others do (such as {{ItemIcon|Slowing Bullets}} and {{ItemIcon|Weighted Shots}}).
 
In addition to Melee Resist gained from items, [[Damage Resistance#Bullet Resist|Bullet Resist]] affects all Weapon Damage, granting another source of resistance against Melee Damage. The only exception is {{HeroIcon|Venator}}'s innate Spirit-scaled Bullet Resist, although this is likely a bug.
 
== Combat Modifiers ==
=== Damage Falloff ===
Damage Falloff reduces damage based on distance. All heroes have a Falloff Range in which damage is linearly reduced from 100% to 10%.
 
When aiming at an enemy hero, a dot on their health bar indicates the percentage of damage you will deal:
{| class="wikitable"
! Dot Color
! Damage Percentage
|-
| <span style="color:#fe6160">'''Red'''</span>
| 10% - 20%
|-
| <span style="color:#feab44">'''Orange'''</span>
| 20% - 35%
|-
| <span style="color:#f9f926">'''Yellow'''</span>
| 35% - 75%
|-
| <span style="color:#6f6f6f">'''Transparent'''</span>
| 75% - 100%
|}
 
=== Crit Multiplier ===
Aiming for the head deals increased damage. [[Troopers]], [[Guardians]], and [[Heroes]] have a weakpoint hitbox that receives '''1.65x''' bullet damage when hit.
 
<math>\text{Crit Multiplier} = 1 + [(0.65 + \text{Crit Bonus Scale}) \times \text{Crit Resist}]</math>
 
The following heroes cannot deal critical damage:
* {{HeroIcon|Graves}}
* {{HeroIcon|Paige}} (though she can proc headshot item effects)
* {{HeroIcon|Viscous}}' alt-fire
* {{HeroIcon|Yamato}}'s alt-fire
 
'''Crit Bonus Scale''' is a stat that modifies critical damage dealt by certain heroes.
{{#invoke:HeroDataArrays|heroCritTable}}
 
Abilities that can deal critical damage have different critical modifiers. This replaces the +65% multiplier of base weapons.
{| class="wikitable sortable mw-collapsible"
|+Ability Crit Damage Stats
!Hero
!Ability
!Crit Damage (%)
|-
|{{HeroIcon|Paradox}}
|{{AbilityIcon|Kinetic Carbine}}
|style=text-align:center|{{#invoke:Abilities|get_ability_prop|Kinetic Carbine|HeadshotBonus}}
|-
|{{HeroIcon|Venator}}
|{{AbilityIcon|Ira Domini}}
|style=text-align:center|30
|-
|{{HeroIcon|Vindicta}}
|{{AbilityIcon|Assassinate}}
|style=text-align:center|{{#invoke:Abilities|get_ability_prop|Assassinate|HeadshotBonus}}
|}
 
== Target Modifiers ==
=== Bullet Resistance ===
{{Main|Damage Resistance}}
Incoming damage is reduced by the target's '''Bullet Resist''' and increased by the attacker's '''Bullet Resist Reduction'''. These stats stack multiplicatively. For a detailed breakdown on how multiple items stack, see the main page.
 
=== Increased Bullet Damage ===
Increased Bullet Damage is a debuff inflicted on enemies. It multiplies the total amount of damage they take from you. Because this is applied at the end of the calculation, it also increases the effectiveness of your Flat Weapon Damage.
<!-- if we include this table it should be automated
{| class="wikitable"
! Hero
! Ability
! {{Ap|0}}
! {{Ap|1}}
! {{Ap|2}}
! {{Ap|5}}
|-
| {{HeroIcon|Bebop|size=40px}}
| {{AbilityIcon|Grapple Arm}}
|
| Bebop deals '''20% more weapon damage''' against hooked enemies for 6s
|
|
|-
| {{HeroIcon|Dynamo|size=40px}}
| {{AbilityIcon|Kinetic Pulse}}
|
|
| Dynamo deals '''30% more Weapon Damage''' to hit enemies for '''8s'''
|
|-
| {{HeroIcon|Warden|size=40px}}
| {{AbilityIcon|Binding Word}}
|
|
|
| Warden deals '''+20% more Bullet Damage''' to trapped Heroes for '''6s'''
|}-->
== Flat Weapon Damage ==
Flat Weapon Damage is an extra amount of damage obtained through certain hero abilities.
 
'''Flat Weapon Damage is not increased by your "Weapon Damage %" multiplier.''' It is an additive source added to your total ''after'' the percentage multiplier is applied to your base. However, it is still affected by Damage Falloff, Bullet Resist, and Crit Multipliers.
<!-- if we include this table it should be automated
{| class="wikitable"
!Hero
!Ability
!{{Ap|0}}
!{{Ap|1}}
!{{Ap|2}}
!{{Ap|5}}
|-
|{{HeroIcon|Abrams|size=40px}}
|{{AbilityIcon|Shoulder Charge}}
|
|
|
| +1.5 Weapon Damage for '''6s''' after colliding with an enemy
|-
|{{HeroIcon|Grey Talon|size=40px}}
|{{AbilityIcon|Rain of Arrows}}
| +4 Weapon Damage
|
|While airborne, +5 Weapon Damage and movement slow
|
|-
|{{HeroIcon|Haze|size=40px}}
|{{AbilityIcon|Fixation}}
|'''+0.2 Bullet Damage''' per stack.
|
|
|'''+0.32 Bullet Damage''' per stack.
|-
|{{HeroIcon|Lash|size=40px}}
|{{AbilityIcon|Grapple}}
|
|
|Gain +6 Weapon Damage for 10s (Able to stack)
|
|-
|{{HeroIcon|Pocket|size=40px}}
|{{AbilityIcon|Flying Cloak}}
|
|
|
|'''+7 Weapon Damage''' for 10s after teleporting.
|-
|{{HeroIcon|Yamato|size=40px}}
|{{AbilityIcon|Flying Strike}}
|
|
|
|'''+6''' Weapon Damage for '''10s'''
|}-->
== Weapon Damage Formula ==
The final damage dealt by a bullet is determined by multiplying your base stats, your item bonuses, and various situational modifiers.
 
<math>\begin{array}{c}
\text{Final Damage} = \\
[(\text{Base DMG} \times \text{DMG Multiplier}) + \text{Flat Bonus}] \\
\times \text{Falloff} \times \text{Resistances} \times \text{Crit Multiplier}
\end{array}</math>
 
== Weapon Damage Scaling ==
Some abilities scale with Weapon Damage.
 
For most Weapon Damage scaling abilities, they only scale based on the "Bonus Weapon Damage" stat, which is granted by items and Weapon shop investments (see list below). {{HeroIcon|Paradox}}'s {{AbilityIcon|Kinetic Carbine}} is an exception, since it scales with her Base Weapon Damage (counting as a full burst shot), and thus increases with [[Boon|Boons]]. [[Melee Damage]] scaling abilities also scale with Weapon Damage, since Melee Damage scales with Weapon Damage (by 50%).
 
=== Abilities that scale with weapon damage ===
{{AbilityTable|weaponscaling}}
 
== NPCs ==
Attacks from [[Troopers]], [[Guardians]], [[Neutrals]], [[Base Turrets]] and the [[Mid-Boss]] deal weapon damage.


== Sources ==
== Sources ==
All [[Weapon|weapon items]] provide an automatic increase in Weapon Damage based on the player's total soul investment in that category:
All [[Weapon|weapon items]] implicitly provide weapon damage based on tier, represented as "Shop Bonuses" in the ingame stats calculation. Tier 1 items provide +6%, Tier 2 items provide +10%, Tier 3 items provide +14%, and Tier 4 items provide +18%. The following items explicitly grant increased weapon damage:
 
{{#invoke:ItemInvestmentTable|write_weapon}}
 
The following items grant increased weapon damage:
{{Item stat table|Weapon Damage}}
{{Item stat table|Weapon Damage}}
* {{ItemIcon|Headshot Booster}} deals +40 bonus Weapon Damage with headshots.
* {{ItemIcon|Monster Rounds}} increases Weapon Damage against NPCs by +35%.
* {{ItemIcon|Berserker}} increases Weapon Damage by +5% per [[stack]] for sustaining damage, where 100 receiving damage equals one stack, maxing at ten stacks.
* {{ItemIcon|Headhunter}} additionally deals +140 bonus Weapon Damage with headshots.
* {{ItemIcon|Intensifying Magazine}} additionally increases Weapon Damage to a maximum of 60% after continuously firing for three seconds.
* {{ItemIcon|Pristine Emblem}} additionally increases Weapon Damage by +25% against enemies above 50% health.
* {{ItemIcon|Alchemical Fire}} causes enemies to receive +50% Weapon Damage from the player's team.
* {{ItemIcon|Glass Cannon}} additionally increases Weapon Damage by +10% per stack for each hero kill, maxing at seven stacks.
<!-- Monster rounds not on the table. adding it means adding custom text for the stat-is it worth the trouble?-->


* {{ItemIcon|Headshot Booster}} deals +{{#invoke:ItemData|get_prop|Headshot Booster|HeadShotBonusDamage}} bonus Weapon Damage with headshots.
=== Map spawns ===
* {{ItemIcon|Monster Rounds}} increases Weapon Damage against NPCs by +{{#invoke:ItemData|get_prop|Monster Rounds|NonPlayerBonusWeaponPower}}.
* [[Golden Statue]]s can provide a permanent increase: +<b>3</b>% Weapon Damage before 10 minutes, or +<b>4</b>% Weapon Damage before 30 minutes, or +<b>7</b>% Weapon Damage after 30 minutes.
* {{ItemIcon|Berserker}} increases Weapon Damage by +{{#invoke:ItemData|get_prop|Berserker|WeaponPowerPerStack}} per [[stack]] for sustaining damage.
* {{ItemIcon|Headhunter}} additionally deals +{{#invoke:ItemData|get_prop|Headhunter|HeadShotBonusDamage}} bonus Weapon Damage with headshots.
* {{ItemIcon|Intensifying Magazine}} increases Weapon Damage to a maximum of {{#invoke:ItemData|get_prop|Intensifying Magazine|BaseAttackDamagePercentAtMaxDuration}} after continuously firing.
* {{ItemIcon|Opening Rounds}} increases Weapon Damage by +{{#invoke:ItemData|get_prop|Opening Rounds|BaseAttackDamagePercentBonus}} against enemies above {{#invoke:ItemData|get_prop|Opening Rounds|EnemyLifeThreshold}}% health.
* {{ItemIcon|Golden Goose Egg}} grants random [[Permanent Buffs]], including Weapon Damage.


== References ==
<references />
{{Stat navbox}}
{{Stat navbox}}
[[Category:Stats]]
Please note that all contributions to The Deadlock Wiki are considered to be released under the Creative Commons Attribution-NonCommercial-ShareAlike (see Deadlock:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)

Pages included on this page: