Weapon Damage: Difference between revisions

reordered sources, added template, simplified sections
Crit Multiplier: Clarify that this is about damage dealt, not taken
 
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'''Weapon Damage''' is a stat that increases [[Bullet Damage]], Light [[Melee Damage]], and Heavy Melee Damage.
'''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|description=Video explaining Weapon Damage}}
{{#ev:youtube|xGTD-bBA57M|360|description=Video explaining Weapon Damage}}
== 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>\text{Final Damage} = [(\text{Base Damage} \times \text{Weapon Damage Multiplier}) + \text{Flat Bonus}] \times \text{Falloff} \times \text{Resistances} \times \text{Crit Multiplier}</math>


== Base Weapon Properties ==
== Base Weapon Properties ==
=== Base Bullet 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]].
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]].
{{HeroIcon|Grey Talon}} is an exception to the rule, additionally increasing his Base Bullet Damage based on his [[Spirit Power]] acquired through [[items]].


=== Spreadshots ===
=== Spreadshots ===
{{Correction|Table may be outdated}}
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.
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.
<!-- if we include this table it should be automated
{| class="wikitable"
{| class="wikitable"
! Hero
! Hero
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| 7
| 7
| Fixed
| Fixed
|}
|}-->


=== Piercing shots ===
=== 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.
{{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.
{{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.


== Weapon Damage Scaling ==
=== Melee Damage ===
Some abilities scale with Weapon 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}}).
 
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). This includes abilities such as {{HeroIcon|Venator}}'s {{AbilityIcon|Consecrating Grenade}}, {{AbilityIcon|Gutshot}} and {{AbilityIcon|Ira Domini}}. {{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.
 
== Weapon Damage Multiplier ==
This represents the percentage of damage acquired through shop items and golden statues. These bonuses are '''additive''' with each other.


The formula for the total multiplier is:
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.
<math>\text{Multiplier} = 1 + \text{Shop Bonuses} + \text{Statue Bonuses}</math>
 
(For example, if you have a 20% Shop Bonus and a 4% Statue Bonus, your multiplier is '''1.24'''.)
 
[[Golden Statue]]s can provide a permanent increase: +'''3%''' before 10 minutes, +'''4%''' before 30 minutes and +'''7%''' after 30 minutes.
 
== Flat Weapon Damage ==
{{Correction|Table may be outdated}}
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.
 
{| 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}}
|{{Plink|+4|pic=Damage|size=18}} Weapon Damage
|
|While airborne, +5 Weapon Damage and movement slow
|
|-
|{{HeroIcon|Haze|size=40px}}
|{{AbilityIcon|Fixation}}
|'''{{Plink|+0.2|pic=Damage|size=18}} 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'''
|}


== Combat Modifiers ==
== Combat Modifiers ==
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Aiming for the head deals increased damage. [[Troopers]], [[Guardians]], and [[Heroes]] have a weakpoint hitbox that receives '''1.65x''' bullet damage when hit.
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 \times \text{Crit Bonus Scale} \times \text{Crit Resist}</math>
<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}}


'''Crit Bonus Scale''' is a stat that modifies critical damage for certain heroes:
Abilities that can deal critical damage have different critical modifiers. This replaces the +65% multiplier of base weapons.
{| class="wikitable sortable"
{| class="wikitable sortable mw-collapsible"
! Hero
|+Ability Crit Damage Stats
! Crit Bonus Scale
!Hero
|-
!Ability
| {{HeroIcon|Billy}}
!Crit Damage (%)
| {{#invoke:HeroData|get_hero_var|hero_punkgoat|CritDamageBonusPercent}}%
|-
|-
| {{HeroIcon|Celeste}}
|{{HeroIcon|Paradox}}
| {{#invoke:HeroData|get_hero_var|hero_unicorn|CritDamageBonusPercent}}%
|{{AbilityIcon|Kinetic Carbine}}
|style=text-align:center|{{#invoke:Abilities|get_ability_prop|Kinetic Carbine|HeadshotBonus}}
|-
|-
| {{HeroIcon|The Doorman}}
|{{HeroIcon|Venator}}
| {{#invoke:HeroData|get_hero_var|hero_doorman|CritDamageBonusPercent}}%
|{{AbilityIcon|Ira Domini}}
|style=text-align:center|30
|-
|-
| {{HeroIcon|Drifter}}
|{{HeroIcon|Vindicta}}
| {{#invoke:HeroData|get_hero_var|hero_drifter|CritDamageBonusPercent}}%
|{{AbilityIcon|Assassinate}}
|-
|style=text-align:center|{{#invoke:Abilities|get_ability_prop|Assassinate|HeadshotBonus}}
| {{HeroIcon|Kelvin}}
| {{#invoke:HeroData|get_hero_var|hero_kelvin|CritDamageBonusPercent}}%
|-
| {{HeroIcon|Rem}}
| {{#invoke:HeroData|get_hero_var|hero_familiar|CritDamageBonusPercent}}%
|-
| {{HeroIcon|Vyper}}
| {{#invoke:HeroData|get_hero_var|hero_viper|CritDamageBonusPercent}}%
|}
|}
{{HeroIcon|Graves}} cannot deal critical damage due to her lock-on weapon.


== Target Modifiers ==
== Target Modifiers ==
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=== Increased Bullet Damage ===
=== Increased Bullet Damage ===
{{Correction|Table may be outdated}}
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.
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"
{| class="wikitable"
! Hero
! Hero
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|
|
| Warden deals '''+20% more Bullet Damage''' to trapped Heroes for '''6s'''
| Warden deals '''+20% more Bullet Damage''' to trapped Heroes for '''6s'''
|}
|}-->
 
== Flat Weapon Damage ==
== Sources ==
Flat Weapon Damage is an extra amount of damage obtained through certain hero abilities.
All [[Weapon|weapon items]] provide an automatic increase in Weapon Damage based on the player's total soul investment in that category:


'''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"
{| class="wikitable"
!Souls invested
!Hero
!Weapon Damage Increase
!Ability
!{{Ap|0}}
!{{Ap|1}}
!{{Ap|2}}
!{{Ap|5}}
|-
|-
|{{Souls|800}}
|{{HeroIcon|Abrams|size=40px}}
| +7%
|{{AbilityIcon|Shoulder Charge}}
|
|
|
| +1.5 Weapon Damage for '''6s''' after colliding with an enemy
|-
|-
|{{Souls|1,600}}
|{{HeroIcon|Grey Talon|size=40px}}
| +9%
|{{AbilityIcon|Rain of Arrows}}
| +4 Weapon Damage
|
|While airborne, +5 Weapon Damage and movement slow
|
|-
|-
|{{Souls|2,400}}
|{{HeroIcon|Haze|size=40px}}
| +13%
|{{AbilityIcon|Fixation}}
|'''+0.2 Bullet Damage''' per stack.
|
|
|'''+0.32 Bullet Damage''' per stack.
|-
|-
|{{Souls|3,200}}
|{{HeroIcon|Lash|size=40px}}
| +20%
|{{AbilityIcon|Grapple}}
|
|
|Gain +6 Weapon Damage for 10s (Able to stack)
|
|-
|-
|{{Souls|4,800}} [[File:Star.png|15px]]
|{{HeroIcon|Pocket|size=40px}}
| '''+49%'''
|{{AbilityIcon|Flying Cloak}}
|
|
|
|'''+7 Weapon Damage''' for 10s after teleporting.
|-
|-
|{{Souls|7,200}}
|{{HeroIcon|Yamato|size=40px}}
| +60%
|{{AbilityIcon|Flying Strike}}
|-
|
|{{Souls|9,600}}
|
| +80%
|
|-
|'''+6''' Weapon Damage for '''10s'''
|{{Souls|16,000}}
|}-->
| +95%
== Weapon Damage Formula ==
|-
The final damage dealt by a bullet is determined by multiplying your base stats, your item bonuses, and various situational modifiers.
|{{Souls|22,400}}
 
| +115%
<math>\begin{array}{c}
|-
\text{Final Damage} = \\
|{{Souls|28,800}}
[(\text{Base DMG} \times \text{DMG Multiplier}) + \text{Flat Bonus}] \\
| +135%
\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 ==
All [[Weapon|weapon items]] provide an automatic increase in Weapon Damage based on the player's total soul investment in that category:
 
{{#invoke:ItemInvestmentTable|write_weapon}}


The following items grant increased weapon damage:
The following items grant increased weapon damage:
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* {{ItemIcon|Intensifying Magazine}} increases Weapon Damage to a maximum of {{#invoke:ItemData|get_prop|Intensifying Magazine|BaseAttackDamagePercentAtMaxDuration}} after continuously firing.
* {{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|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 ==