Editing Weapon Damage

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'''Weapon Damage''' is a stat that determines the player's [[Bullet Damage]], and also increases their [[Melee Damage]]. Some [[abilities]] can deal Weapon Damage.
{{#ev:youtube|xGTD-bBA57M|360|right|description=Video explaining Weapon Damage|frame}}
{{#ev:youtube|xGTD-bBA57M|360|description=Video explaining Weapon Damage}}


== Base Weapon Properties ==
'''Weapon Damage''' is a stat that increases [[Bullet Damage]], Light [[Melee Damage]], and Heavy Melee Damage.
=== Base Bullet Damage ===
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 ===
== Weapon Damage Formula ==
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.
The formula for calculating weapon damage is:
 
<math>Final Weapon Damage = (BaseBulletDmg*WeaponDmg%*DmgBonus%+FlatWeaponDmg)*DmgFalloff*(BulletResist% - BulletResistReduction%)*IncreasedBulletDmg%*CritMultiplier</math>
 
== Base Bullet Damage ==
The Amount of damage your Hero will do while having no items. This is different for each hero and it increases based on your level. All heroes gain levels at the same soul milestones.  
 
The formula for Base Bullet Damage is:


{{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>BaseBulletDamage = \sum_{k=1}^{15}(p_i)</math> 
<!-- if we include this table it should be automated
 
{| class="wikitable"
<math>
! Hero
\begin{align}
! Bullets per shot
  p_i &= \text{The damage acquired through each power increase} \\
! Pattern
  15 &= \text{Number of total power increases} \\
|-
  i &= \text{the index of the power increase}
| {{HeroIcon|Abrams}}
\end{align}
| 9
</math>
| Semi-Fixed
 
|-
[[Grey Talon]] is an exception to the rule, additionally increasing his Base Bullet Damage based on his [[Spirit Power]] acquired through [[items]].
| {{HeroIcon|Calico}}
 
| Fixed
== Weapon Damage ==
|-
The percentage of damage acquired through items and golden statues
| {{HeroIcon|Mo & Krill}}
 
| 4
The formula for weapon damage is:
| Semi-Fixed
|-
| {{HeroIcon|Shiv}}
| 6-12
| Random
|-
| {{HeroIcon|Yamato}}
| 5
| Semi-Fixed
|-
| {{HeroIcon|Pocket}}
| 7
| Fixed
|}-->


=== Piercing shots ===
<math>x_f = x_i * (1 + \sum_{i=1}^n \text{Shop Bonus} + \sum_{i=1}^n \text{Golden Statues})</math>
{{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.
<!--this is missing damage dropoff and bullet resist calc-->where:


=== Melee Damage ===
<math>
[[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}}).
\begin{align}
  x_f &= \text{final weapon damage,} \\
  x_i &= \text{initial weapon damage,} \\
  Shop Bonus &= \text{Increase based on the tier,} \\
  Golden Statues &= \text{Golden Statue value}
\end{align}
</math>


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.
[[Golden Statue]]s can provide a permanent increase: +<b>3</b>% before 10 minutes, +<b>4</b>% before 30 minutes and +<b>7</b>% after 30 minutes.


== Combat Modifiers ==
All [[Weapon|weapon items]] provide Weapon Damage based on their Tier.
=== 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:
Tier 1 items provide +6%, Tier 2 items provide +10%, Tier 3 items provide +14%, and Tier 4 items provide +18%. The following items grant increased weapon damage:{{Item stat table|Weapon Damage}}
{| 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 ===
* {{ItemIcon|Headshot Booster}} deals +40 bonus Weapon Damage with headshots.
Aiming for the head deals increased damage. [[Troopers]], [[Guardians]], and [[Heroes]] have a weakpoint hitbox that receives '''1.65x''' bullet damage when hit.
* {{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


<math>\text{Crit Multiplier} = 1 + [(0.65 + \text{Crit Bonus Scale}) \times \text{Crit Resist}]</math>
== Flat Weapon Damage ==
An extra amount of damage obtained through the use of second abilities on particular [[heroes]].


The following heroes cannot deal critical damage:
Flat Weapon Damage is not affected by Weapon Damage, it's an additive damage source and it's not multiplied with the total multiplication that comes from Base Bullet Damage, Weapon Damage and Damage Bonus, but added in top of it.
* {{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.
However, it is later multiplied by Damage Falloff, Bullet Resist, Bullet Damage and Crit Multipliers
{{#invoke:HeroDataArrays|heroCritTable}}


Abilities that can deal critical damage have different critical modifiers. This replaces the +65% multiplier of base weapons.
Some sources of Flat Weapon Damage are:
{| class="wikitable sortable mw-collapsible"
{| class="wikitable"
|+Ability Crit Damage Stats
!Hero
!Hero
!Ability
!Ability
!Crit Damage (%)
!{{Ap|0}}
!{{Ap|1}}
!{{Ap|2}}
!{{Ap|5}}
|-
|-
|{{HeroIcon|Paradox}}
|{{Hero Icon List|Abrams=true}}
|{{AbilityIcon|Kinetic Carbine}}
|{{AbilityIcon|Shoulder Charge}}
|style=text-align:center|{{#invoke:Abilities|get_ability_prop|Kinetic Carbine|HeadshotBonus}}
|
|
|
|{{Plink|+5.5|pic=Damage|size=18}} Weapon Damage for '''8s''' after colliding with an enemy
|-
|-
|{{HeroIcon|Venator}}
|{{Hero Icon List|Grey Talon=true}}
|{{AbilityIcon|Ira Domini}}
|{{AbilityIcon|Rain of Arrows}}
|style=text-align:center|30
|{{Plink|+4|pic=Damage|size=18}}Weapon Damage
|
|While airborne, {{Plink|+5|pic=Damage|size=18}} Weapon Damage and weapon damage applies '''40%''' movement slow for 1.5s
|
|-
|-
|{{HeroIcon|Vindicta}}
|{{Hero Icon List|Lash=true}}
|{{AbilityIcon|Assassinate}}
|{{AbilityIcon|Grapple}}
|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
|
|
|'''+20m''' Cast Range and gain {{Plink|+6|pic=Damage|size=18}} Weapon Damage for 10s (Able to stack)
|
|
|-
|-
| {{HeroIcon|Dynamo|size=40px}}
|{{Hero Icon List|Pocket=true}}
| {{AbilityIcon|Kinetic Pulse}}
|{{AbilityIcon|Flying Cloak}}
|
|
|
|
| Dynamo deals '''30% more Weapon Damage''' to hit enemies for '''8s'''
|
|
|'''{{Plink|+7|pic=Damage|size=18}} Weapon Damage''' for 10s after teleporting with Flying Cloak.
|-
|-
| {{HeroIcon|Warden|size=40px}}
|{{Hero Icon List|Yamato=true}}
| {{AbilityIcon|Binding Word}}
|{{AbilityIcon|Flying Strike}}
|
|
|
|
|
|
| Warden deals '''+20% more Bullet Damage''' to trapped Heroes for '''6s'''
|Can Grapple to ally '''Heroes''' and '''{{Plink|+6|pic=Damage|size=18}}''' Weapon Damage for '''10s'''
|}-->
|}
== Flat Weapon Damage ==
 
Flat Weapon Damage is an extra amount of damage obtained through certain hero abilities.  
== Damage Falloff ==
The ammount of damage a hero is able to do according to their distance from another entity. The further the hero gets from their target, the less damage they're able to do.
 
Falloff goes makes damage drop down to 90% on all heroes, the only difference between heroes being the distance they're able to go before being afflicted by Damage Falloff.
 
All heroes have Weapon Falloff Range that marks between which distances their total weapon damage will go from 100% to 10%.
 
The Falloff Range can be viewed by the player through a dot at located at the left side of the enemy that tuns from yellow to red.
 
Falloff Range can be increased by buying [[Sharpshooter]], a Tier 3 Weapon [[Item]].


'''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.
Bebop is able to increase his Falloff Range by upgrading his first skill:
<!-- if we include this table it should be automated
{| class="wikitable"
{| class="wikitable"
|+
!Hero
!Hero
!Ability
!Ability
Line 156: Line 131:
!{{Ap|5}}
!{{Ap|5}}
|-
|-
|{{HeroIcon|Abrams|size=40px}}
|{{Hero Icon List|Bebop=true}}
|{{AbilityIcon|Shoulder Charge}}
|{{AbilityIcon|Exploding Uppercut}}
|
|
|
|
|On Uppercut enemy Hero, gain '''fast spin-up time, 2x range, and +60% weapon damage''' for 12s
|
|
| +1.5 Weapon Damage for '''6s''' after colliding with an enemy
|}
However, Exploding Uppercut bonus Falloff Range can't be stacked with [[Sharpshooter]].
 
Damage Falloff affects all the types of damage listed so far, these being:
 
* {{Plink|Base Bullet Damage|pic=Bullet damage|size=18}}
* Weapon Damage
* Damage Bonus
* {{Plink|Flat Weapon Damage|pic=Damage|size=18}}
 
== Bullet Resist - Bullet Resist Reduction ==
 
=== Bullet Resist ===
Bullet Resist is a reduction of the damage taken by a hero. The formula for Damage Resist is:
 
<math>BulletResist = 1 - \prod_{i=1}^n (1-p_i)</math>
 
<math>
\begin{align}
  p_i &= \text{each instance of Bullet Resist} \\
  1 &= \text{Damage recieved from a gun} \\
  n &= \text{Number of total Bullet Resist sources} \\
  i &= \text{the index of the item that is giving Bullet Resist}
\end{align}
</math>
 
===== Explanation of the formula: =====
Each instance of Bullet Resist is deducted from 100% of the damage received from a gun. This calculation is then repeated for each instance of Bullet Resist the hero has on. Once all these deductions have been calculated, the results are multiplied. The result of this multiplication is then deducted from 100% of the damage given initially. The result of this process is the Bullet Resist.
 
=== Bullet Resist Reduction ===
Bullet Resist Reduction is a reduction inflicted upon an enemy. The formula for Damage Resist Reduction is similar to the Bullet Resist one:
 
<math>BulletResistReduction = 1 - \prod_{i=1}^n (1-p_i)</math>
 
<math>
\begin{align}
  p_i &= \text{each instance of Bullet Resist Reduction} \\
  1 &= \text{Damage recieved from a gun} \\
  n &= \text{Number of total Bullet Resist Reduction sources} \\
  i &= \text{the index of the item that is giving Bullet Resist Reduction}
\end{align}
</math>
 
===== Explanation of the formula: =====
Each instance of Bullet Resist reduction is deducted from 100% of the damage received from a gun. This calculation is then repeated for each instance of Bullet Resist Reduction the hero has on. Once all these deductions have been calculated, the results are multiplied. The result of this multiplication is then deducted from 100% of the damage given initially. The result of this process is the Bullet Resist Reduction.
 
=== Result ===
To calculate the final Bullet Resist you have to calculate the difference between Bullet Resist and Bullet Resist Reduction
 
== Increased Bullet Damage ==
A personal [[debuff]] you inflict on enemies. It multiplies the ammount of damage they take from you but not your allies.
 
Increased Bullet damage is not the same thing as Weapon Damage. as Increased Bullet Damage takes into account your {{Plink|Flat Weapon Damage|pic=Damage|size=18}}.
 
There are only four known instances of Increased Bullet Damage, all coming from heroe's abilities:
{| class="wikitable"
!Hero
!Ability
!{{Ap|0}}
!{{Ap|1}}
!{{Ap|2}}
!{{Ap|5}}
|-
|-
|{{HeroIcon|Grey Talon|size=40px}}
|{{Hero Icon List|Bebop=true}}
|{{AbilityIcon|Rain of Arrows}}
|{{AbilityIcon|Hook}}
| +4 Weapon Damage
|
|
|While airborne, +5 Weapon Damage and movement slow
|Bebop deals '''30% more weapon damage''' against hooked enemies for 10s
|
|
|-
|{{HeroIcon|Haze|size=40px}}
|{{AbilityIcon|Fixation}}
|'''+0.2 Bullet Damage''' per stack.
|
|
|
|'''+0.32 Bullet Damage''' per stack.
|-
|-
|{{HeroIcon|Lash|size=40px}}
|{{Hero Icon List|Dynamo=true}}
|{{AbilityIcon|Grapple}}
|{{AbilityIcon|Kinetic Pulse}}
|
|
|
|
|Gain +6 Weapon Damage for 10s (Able to stack)
|Dynamo deals '''30% more Weapon Damage''' to hit enemies for '''8s'''
|
|
|-
|-
|{{HeroIcon|Pocket|size=40px}}
|{{Hero Icon List|Grey Talon=true}}
|{{AbilityIcon|Flying Cloak}}
|{{AbilityIcon|Spirit Snare}}
|
|
|
|
|
|
|'''+7 Weapon Damage''' for 10s after teleporting.
|Grey Talon deals '''+30%''' more Bullet Damage to enemies hit by Spirit Snare for '''10s'''
|-
|-
|{{HeroIcon|Yamato|size=40px}}
|{{Hero Icon List|Warden=true}}
|{{AbilityIcon|Flying Strike}}
|{{AbilityIcon|Flying Cloak}}
|
|
|
|
|
|
|'''+6''' Weapon Damage for '''10s'''
|Warden deals '''+20% more Bullet Damage''' to trapped Heroes for '''6s'''
|}-->
|}
== Weapon Damage Formula ==
== Crit Multiplier ==
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 ==
=== Formula ===
Attacks from [[Troopers]], [[Guardians]], [[Neutrals]], [[Base Turrets]] and the [[Mid-Boss]] deal weapon damage.
<math>CritMultiplier = Headshot*CritBonusScale*CritResist</math>


== Sources ==
=== Headshots ===
All [[Weapon|weapon items]] provide an automatic increase in Weapon Damage based on the player's total soul investment in that category:
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.


{{#invoke:ItemInvestmentTable|write_weapon}}
Several items have effects that proc on headshots, such as {{ItemIcon|Headshot Booster}}, {{ItemIcon|Headhunter}}, and {{ItemIcon|Crippling Headshot}}.


The following items grant increased weapon damage:
=== Crit Bonus Scale ===
{{Item stat table|Weapon Damage}}


* {{ItemIcon|Headshot Booster}} deals +{{#invoke:ItemData|get_prop|Headshot Booster|HeadShotBonusDamage}} bonus Weapon Damage with headshots.
=== Crit Resist ===
* {{ItemIcon|Monster Rounds}} increases Weapon Damage against NPCs by +{{#invoke:ItemData|get_prop|Monster Rounds|NonPlayerBonusWeaponPower}}.
{{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.
* {{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 ==
== Spreadshots ==
<references />
{{Stat navbox}}
{{Stat navbox}}
[[Category:Stats]]
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