Weapon Damage: Difference between revisions

Crit Multiplier: reordered
Crit Multiplier: Clarify that this is about damage dealt, not taken
 
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'''Weapon Damage''' is a stat that increases [[Bullet Damage]] and [[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}}


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=== Spreadshots ===
=== Spreadshots ===
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.
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{| class="wikitable"
{| class="wikitable"
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| 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, but can proc headshot items.
{{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.
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{{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.


=== Melee damage ===
=== Melee Damage ===
[[Melee Damage]] scales with Weapon Damage by 50%.
[[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 ==
== 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:
The following heroes cannot deal critical damage:
* {{HeroIcon|Graves}}
* {{HeroIcon|Graves}}
* {{HeroIcon|Paige}}
* {{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 for certain heroes.
'''Crit Bonus Scale''' is a stat that modifies critical damage dealt by certain heroes.
{{#invoke:HeroDataArrays|heroCritTable}}
{{#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 ==
== Target Modifiers ==
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The final damage dealt by a bullet is determined by multiplying your base stats, your item bonuses, and various situational modifiers.
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>
<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 ==
== Weapon Damage Scaling ==
Some abilities scale with Weapon Damage.
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). 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 (by 50%).
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]] provide an automatic increase in Weapon Damage based on the player's total soul investment in that category:


{| class="wikitable"
{{#invoke:ItemInvestmentTable|write_weapon}}
!Souls invested
!Weapon Damage Increase
|-
|{{Souls|800}}
| +7%
|-
|{{Souls|1,600}}
| +9%
|-
|{{Souls|2,400}}
| +13%
|-
|{{Souls|3,200}}
| +20%
|-
|{{Souls|4,800}} [[File:Star.png|15px]]
| '''+49%'''
|-
|{{Souls|7,200}}
| +60%
|-
|{{Souls|9,600}}
| +80%
|-
|{{Souls|16,000}}
| +95%
|-
|{{Souls|22,400}}
| +115%
|-
|{{Souls|28,800}}
| +135%
|}


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 ==