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'''Weapon Damage''' is a stat that | '''Weapon 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}} | {{#ev:youtube|xGTD-bBA57M|360|description=Video explaining Weapon Damage}} | ||
== | == Weapon Damage Formula == | ||
=== Base Bullet Damage | 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: | |||
<math>BaseBulletDamage = \sum_{k=1}^{15}(p_i)</math> | |||
<math> | |||
\begin{align} | |||
p_i &= \text{The damage acquired through each power increase} \\ | |||
15 &= \text{Number of total power increases} \\ | |||
i &= \text{the index of the power increase} | |||
\end{align} | |||
</math> | |||
{{HeroIcon|Grey Talon}} is an exception to the rule, additionally increasing his Base Bullet Damage based on his [[Spirit Power]] acquired through [[items]]. | |||
== | == Weapon Damage == | ||
The percentage of damage acquired through items and golden statues | |||
{{ | The formula for weapon damage is: | ||
<math>x_f = x_i * (1 + \sum_{i=1}^n \text{Shop Bonus} + \sum_{i=1}^n \text{Golden Statues})</math> | |||
<!--this is missing damage dropoff and bullet resist calc-->where: | |||
<math> | |||
\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> | |||
[[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. | |||
All [[Weapon|weapon items]] provide an increase in Weapon Damage based on the player's total investment in the category. | |||
{| class="wikitable" | {| class="wikitable" | ||
! | !Souls | ||
! | !Weapon Damage Increases | ||
|- | |- | ||
| {{ | |{{Souls|800}} | ||
| | | +7% | ||
|- | |- | ||
| {{ | |{{Souls|1,600}} | ||
| | | +9% | ||
|- | |- | ||
| {{ | |{{Souls|2,400}} | ||
| | | +13% | ||
|- | |- | ||
| {{ | |{{Souls|3,200}} | ||
| | | +20% | ||
|- | |- | ||
| {{ | |{{Souls|4,800}} | ||
| | | +29% | ||
|- | |- | ||
| {{ | |{{Souls|7,200}} | ||
| 7 | | +40% | ||
|- | |- | ||
| | |{{Souls|9,600}} | ||
| | | +60% | ||
|- | |- | ||
| | |{{Souls|16,000}} | ||
| | | +75% | ||
|- | |- | ||
| | |{{Souls|22,400}} | ||
| | | +95% | ||
|- | |- | ||
| | |{{Souls|28,800}} | ||
| | | +115% | ||
|} | |} | ||
The following items grant increased weapon damage:{{Item stat table|Weapon Damage}} | |||
* {{ItemIcon|Headshot Booster}} deals +50 bonus Weapon Damage with headshots. | |||
* {{ItemIcon|Monster Rounds}} increases Weapon Damage against NPCs by +25%. | |||
* {{ItemIcon|Berserker}} increases Weapon Damage by +7% per [[stack]] for sustaining damage, where taking 120 damage grants 1 stack, up to 10. | |||
* {{ItemIcon|Headhunter}} additionally deals +75{{Boon|3|3}} (+171 at 32 [[Boon|Boons]]) bonus Weapon Damage with headshots. | |||
* {{ItemIcon|Intensifying Magazine}} additionally increases Weapon Damage to a maximum of 45% after continuously firing for 3 seconds. | |||
* {{ItemIcon|Opening Rounds}} additionally increases Weapon Damage by +40% against enemies above 50% health. | |||
== Flat Weapon Damage == | |||
An extra amount of damage obtained through the use of second abilities on particular [[heroes]]. | |||
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. | |||
However, it is later multiplied by Damage Falloff, Bullet Resist, Bullet Damage and Crit Multipliers | |||
Some sources of Flat Weapon Damage are: | |||
{| class="wikitable | {| class="wikitable" | ||
!Hero | !Hero | ||
!Ability | !Ability | ||
! | !{{Ap|0}} | ||
!{{Ap|1}} | |||
!{{Ap|2}} | |||
!{{Ap|5}} | |||
|- | |- | ||
|{{HeroIcon| | |{{HeroIcon|Abrams|size=40px}} | ||
|{{AbilityIcon| | |{{AbilityIcon|Shoulder Charge}} | ||
| | | | ||
| | |||
| | |||
|{{Plink|+5.5|pic=Damage|size=18}} Weapon Damage for '''8s''' after colliding with an enemy | |||
|- | |- | ||
|{{HeroIcon| | |{{HeroIcon|Grey Talon|size=40px}} | ||
|{{AbilityIcon| | |{{AbilityIcon|Rain of Arrows}} | ||
| | |{{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| | |{{HeroIcon|Lash|size=40px}} | ||
|{{AbilityIcon|Grapple}} | |||
| {{AbilityIcon|Grapple | |||
| | | | ||
| | | | ||
|'''+20m''' Cast Range and gain {{Plink|+6|pic=Damage|size=18}} Weapon Damage for 10s (Able to stack) | |||
| | | | ||
|- | |- | ||
| {{HeroIcon| | |{{HeroIcon|Pocket|size=40px}} | ||
| {{AbilityIcon| | |{{AbilityIcon|Flying Cloak}} | ||
| | | | ||
| | | | ||
| | | | ||
|'''{{Plink|+7|pic=Damage|size=18}} Weapon Damage''' for 10s after teleporting with Flying Cloak. | |||
|- | |- | ||
| {{HeroIcon| | |{{HeroIcon|Yamato|size=40px}} | ||
| {{AbilityIcon| | |{{AbilityIcon|Flying Strike}} | ||
| | | | ||
| | | | ||
| | | | ||
| | |Can Grapple to ally '''Heroes''' and '''{{Plink|+6|pic=Damage|size=18}}''' Weapon Damage for '''10s''' | ||
|} | |} | ||
== | |||
== Damage Falloff == | |||
The amount of weapon damage reduction a hero experiences in relation to their distance from a target entity. The greater the distance between the attacker and their target, the less weapon damage they are able to do. | |||
All heroes have a Falloff Range, comprised of two distances that mark the start and end, in which their weapon damage is linearly reduced. | |||
Damage Falloff makes Weapon Damage drop from 100% (<math>Distance < FalloffRangeStart</math>) to 10% (<math>Distance > FalloffRangeEnd</math>) for all heroes, the only difference between heroes being their respective Weapon Falloff Ranges. | |||
When aiming at an enemy hero, the percentage of inflicted Weapon Damage can be approximated by the player through a dot located at the left side of the enemies health bar that gradually turns from yellow to red. | |||
{| class="wikitable" | |||
|+ ''Dot colors and their approximate Weapon Damage percentage ranges.<ref name="Weapon Damage Explained by Yapistism">[https://youtu.be/xGTD-bBA57M "Weapon Damage Explained" by Yapistism] 7:21</ref>'' | |||
|- | |||
! 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% | |||
|} | |||
Falloff Range can be increased by buying [[Sharpshooter]], a Tier 3 [[Weapon Item]]. | |||
Bebop is able to increase his Falloff Range by upgrading his first skill: | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |||
!Hero | !Hero | ||
!Ability | !Ability | ||
| Line 156: | Line 175: | ||
!{{Ap|5}} | !{{Ap|5}} | ||
|- | |- | ||
|{{HeroIcon| | |{{HeroIcon|Bebop|size=40px}} | ||
|{{AbilityIcon| | |{{AbilityIcon|Exploding Uppercut}} | ||
| | | | ||
| | | | ||
|On Uppercut enemy Hero, gain '''fast spin-up time, 2x range, and +60% weapon damage''' for 12s | |||
| | | | ||
| +1. | |} | ||
However, Exploding Uppercut bonus Falloff Range can't be stacked with [[Sharpshooter]]. | |||
Damage Falloff affects all types of damage listed so far, these being: | |||
* Base Bullet Damage | |||
* Weapon Damage | |||
* Damage Bonus | |||
* Flat Weapon Damage | |||
Damage Falloff does not affect the Weapon Damage done by {{HeroIcon|Holliday}}s third ability {{AbilityIcon|Crackshot}}. | |||
== Bullet Resistance and Reduction == | |||
{{Main|Damage Resistance}} | |||
'''Bullet Resist''' is a defensive stat that reduces incoming bullet damage. It is countered by '''Bullet Resist Reduction''', an offensive stat that lowers the target's resistance, making them take more damage. | |||
The final damage modification is determined by subtracting the attacker's total '''Bullet Resist Reduction''' from the target's total '''Bullet Resist'''. | |||
=== Stacking Calculation === | |||
While items may show additive numbers (e.g., +15%), multiple sources of the same stat do not add together. Instead, both '''Bullet Resist''' and '''Bullet Resist Reduction''' are calculated independently using a multiplicative formula that provides diminishing returns. | |||
The formula to find the total for each stat is: | |||
<math>Total = 1 - \prod_{i=1}^n (1 - p_i)</math> | |||
Where <math>p_i</math> is each percentage source of the stat as a decimal. | |||
For example, a player is attacked while having two sources of '''Bullet Resist''': | |||
* {{ItemIcon|Colossus}}: 40% | |||
* {{ItemIcon|Battle Vest}}: 15% | |||
And the attacker has one source of '''Bullet Resist Reduction''': | |||
* {{ItemIcon|Crippling Headshot}}: -24% | |||
First, calculate the player's total '''Bullet Resist''': | |||
<math>1 - ((1 - 0.40) * (1 - 0.15)) = 1 - (0.6 * 0.85) = 1 - 0.51 = 0.49 \rightarrow 49\%</math> | |||
The attacker's total '''Bullet Resist Reduction''' is simply 24%, as there is only one source. | |||
Finally, subtract the reduction from the resistance to find the result: | |||
<math>49\% - 24\% = 25\%</math> | |||
The target has a final effective '''Bullet Resist''' of 25% against this attack. | |||
=== Final Damage Taken === | |||
The final resistance value modifies the total damage taken. | |||
* A '''positive''' value reduces damage. A 25% final resist means the target takes 75% of the incoming damage. | |||
* A '''negative''' value increases damage. A -25% final resist means the target takes 125% of the incoming damage. | |||
== Increased Bullet Damage == | |||
A personal [[debuff]] you inflict on enemies. It multiplies the amount 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 Flat Weapon Damage. | |||
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| | |{{HeroIcon|Bebop|size=40px}} | ||
|{{AbilityIcon| | |{{AbilityIcon|Grapple Arm}} | ||
| | | | ||
| | |Bebop deals '''30% more weapon damage''' against hooked enemies for 10s | ||
| | | | ||
| | | | ||
|- | |- | ||
|{{HeroIcon| | |{{HeroIcon|Dynamo|size=40px}} | ||
|{{AbilityIcon| | |{{AbilityIcon|Kinetic Pulse}} | ||
| | | | ||
| | | | ||
| | |Dynamo deals '''30% more Weapon Damage''' to hit enemies for '''8s''' | ||
| | | | ||
|- | |- | ||
|{{HeroIcon| | |{{HeroIcon|Grey Talon|size=40px}} | ||
|{{AbilityIcon| | |{{AbilityIcon|Spirit Snare}} | ||
| | | | ||
| | | | ||
| | | | ||
|'''+ | |Grey Talon deals '''+30%''' more Bullet Damage to enemies hit by Spirit Snare for '''10s''' | ||
|- | |- | ||
|{{HeroIcon| | |{{HeroIcon|Warden|size=40px}} | ||
|{{AbilityIcon| | |{{AbilityIcon|Binding Word}} | ||
| | | | ||
| | | | ||
| | | | ||
|'''+ | |Warden deals '''+20% more Bullet Damage''' to trapped Heroes for '''6s''' | ||
|} | |} | ||
== | |||
== Crit Multiplier == | |||
<math> | === Formula === | ||
<math>CritMultiplier = Headshot*CritBonusScale*CritResist</math> | |||
== | === Headshots === | ||
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. | |||
Several items have effects that proc on headshots, such as {{ItemIcon|Headshot Booster}}, {{ItemIcon|Headhunter}}, and {{ItemIcon|Crippling Headshot}}. | |||
=== | === Crit Bonus Scale === | ||
'''Crit Bonus Scale''' is a stat that increases or decreases critical damage dealt by the player. | |||
*{{HeroIcon|Kelvin}}'s weapon has '''-20%''' Crit Bonus Scale. | |||
*{{HeroIcon|Vyper}}'s weapon has '''-30%''' Crit Bonus Scale. | |||
== | === Crit Resist === | ||
{{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. | |||
== Spreadshots == | |||
Spreadshots are a property of certain weapons that allow them to shoot multiple bullets at once, such as shotguns and shurikens. | |||
In these particular cases, all the previous instances of damage apply to every single bullet. | |||
There are currently 6 weapons capable of doing Spreadshots in game | |||
{| class="wikitable" | |||
!Hero | |||
!Weapon | |||
!Bullets per shot | |||
!Pattern | |||
|- | |||
|{{HeroIcon|Abrams|size=40px}} | |||
|[[Case Closed]] | |||
|9 | |||
|Semi-Fixed | |||
|- | |||
|{{HeroIcon|Calico|size=40px}} | |||
|[[Sweetest Lie]] | |||
|8 | |||
|Fixed | |||
|- | |||
|{{HeroIcon|Mo & Krill|size=40px}} | |||
|[[Yellow Canary]] | |||
|4 | |||
|Semi-Fixed | |||
|- | |||
|{{HeroIcon|Shiv|size=40px}} | |||
|[[Busted Flush]] | |||
|6 (Primary)<br />12 (Alternate) | |||
|Random | |||
|- | |||
|{{HeroIcon|Yamato|size=40px}} | |||
|[[Sister's Lament]] | |||
|5 | |||
|Semi-Fixed | |||
|- | |||
|{{HeroIcon|Pocket|size=40px}} | |||
|[[The Black Sheep]] | |||
|7 | |||
|Fixed | |||
|} | |||
== References == | == References == | ||
<references /> | <references /> | ||
{{Stat navbox}} | {{Stat navbox}} | ||