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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}}


== Headshots ==
== Base Weapon Properties ==
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.
=== 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]].


Several items have effects that proc on headshots, such as {{ItemIcon|Headshot Booster}}, {{ItemIcon|Headhunter}}, and {{ItemIcon|Crippling Headshot}}.
=== 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.


== Math ==
{{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.
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 -->
<!-- if we include this table it should be automated
where:<br/>
{| class="wikitable"
<math>
! Hero
\begin{align}
! Bullets per shot
  x_f &= \text{final weapon damage,} \\
! Pattern
  x_i &= \text{initial weapon damage,} \\
|-
  Shop Bonus &= \text{Increase based on the tier,} \\
| {{HeroIcon|Abrams}}
  BaseAttackDamagePercent &= \text{weapon damage value,} \\
| 9
  Golden Statues &= \text{Golden Statue value}
| Semi-Fixed
\end{align}
|-
</math>
| {{HeroIcon|Calico}}
| 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]] 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:
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:
{{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?-->


=== Map spawns ===
* {{ItemIcon|Headshot Booster}} deals +{{#invoke:ItemData|get_prop|Headshot Booster|HeadShotBonusDamage}} bonus Weapon Damage with headshots.
* [[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|Monster Rounds}} increases Weapon Damage against NPCs by +{{#invoke:ItemData|get_prop|Monster Rounds|NonPlayerBonusWeaponPower}}.
* {{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]]

Latest revision as of 22:45, 1 September 2026

Weapon Damage is a stat that determines the player's Bullet Damage, and also increases their Melee Damage. Some abilities can deal Weapon Damage.

Video explaining Weapon Damage

Base Weapon Properties

[edit | edit source]

Base Bullet Damage

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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

[edit | edit source]

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.

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.

Piercing shots

[edit | edit source]

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.

The 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

[edit | edit source]

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. Stalker, Card Trick, etc.) include Melee Damage. Some effects that specify "bullets", such as Metal Skin and Toxic Bullets, have no effect with Melee Damage, but others do (such as Slowing Bullets and Weighted Shots).

In addition to Melee Resist gained from items, Bullet Resist affects all Weapon Damage, granting another source of resistance against Melee Damage. The only exception is Venator's innate Spirit-scaled Bullet Resist, although this is likely a bug.

Combat Modifiers

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Damage Falloff

[edit | edit source]

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:

Dot Color Damage Percentage
Red 10% - 20%
Orange 20% - 35%
Yellow 35% - 75%
Transparent 75% - 100%

Crit Multiplier

[edit | edit source]

Aiming for the head deals increased damage. Troopers, Guardians, and Heroes have a weakpoint hitbox that receives 1.65x bullet damage when hit.

Crit Multiplier=1+[(0.65+Crit Bonus Scale)×Crit Resist]

The following heroes cannot deal critical damage:

Crit Bonus Scale is a stat that modifies critical damage dealt by certain heroes.

Base Crit Bonus Scale Stats
Hero Crit Bonus Scale (%)
Billy -20
Celeste -25
The Doorman -30
Drifter -45
Kelvin -25
Rem -20
Vyper -30

Abilities that can deal critical damage have different critical modifiers. This replaces the +65% multiplier of base weapons.

Ability Crit Damage Stats
Hero Ability Crit Damage (%)
Paradox Kinetic Carbine 14
Venator Ira Domini 30
Vindicta Assassinate 20

Target Modifiers

[edit | edit source]

Bullet Resistance

[edit | edit source]
Main article: 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

[edit | edit source]

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.

Flat Weapon Damage

[edit | edit source]

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.

Weapon Damage Formula

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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.

Final Damage=[(Base DMG×DMG Multiplier)+Flat Bonus]×Falloff×Resistances×Crit Multiplier

Weapon Damage Scaling

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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). Paradox's Kinetic Carbine is an exception, since it scales with her Base Weapon Damage (counting as a full burst shot), and thus increases with 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

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This is a dynamic list "weaponscaling". Edit contents · Edit notes.
Hero Ability Notes
Haze Fixation Starts scaling on T3.
Paradox Kinetic Carbine Scales with Base Weapon Damage instead of Bonus, deals Spirit Damage.
Venator Consecrating Grenade
Gutshot
Ira Domini

Attacks from Troopers, Guardians, Neutrals, Base Turrets and the Mid-Boss deal weapon damage.

Sources

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All weapon items provide an automatic increase in Weapon Damage based on the player's total soul investment in that category:

Souls Weapon
Weapon Damage icon Weapon Damage (%)
Individual Accumulative
Souls800 +9 +9
Souls1600 +3 +12
Souls2400 +3 +15
Souls3200 +3 +18
Souls4800 +28 +46
Souls6400 +8 +54
Souls8000 +8 +62
Souls11200 +12 +74
Souls16000 +12 +86
Souls22400 +14 +100
Souls28800 +15 +115

The following items grant increased weapon damage:

This is a dynamic list "Weapon Damage". Edit contents.
NameSoulsCostCategoryStat change
Close Quarters800 Weapon+20% Weapon Damage
Extended Magazine800 Weapon+8% Weapon Damage
High-Velocity Rounds800 Weapon+8% Weapon Damage
Restorative Shot800 Weapon+6% Weapon Damage
Fleetfoot1,600 Weapon+6% Weapon Damage
Long Range1,600 Weapon+40% Weapon Damage
Opening Rounds1,600 Weapon+8% Weapon Damage
Recharging Rush1,600 Weapon+10% Weapon Damage
Titanic Magazine1,600 Weapon+14% Weapon Damage
Cultist Sacrifice3,200 Weapon+10% Weapon Damage
Escalating Resilience3,200 Weapon+18% Weapon Damage
Express Shot3,200 Weapon+8% Weapon Damage
Headhunter3,200 Weapon+5% Weapon Damage
Hollow Point3,200 Weapon+35% Weapon Damage
Point Blank3,200 Weapon+50% Weapon Damage
Sharpshooter3,200 Weapon+10% Weapon Damage
+60% Weapon Damage
Weighted Shots3,200 Weapon+30% Weapon Damage
Armor Piercing Rounds6,400 Weapon+8% Weapon Damage
Glass Cannon6,400 Weapon+80% Weapon Damage
Battle Vest1,600 Vitality+18% Weapon Damage
Bullet Lifesteal1,600 Vitality+6% Weapon Damage
Fury Trance3,200 Vitality+6% Weapon Damage
Colossus6,400 Vitality+15% Weapon Damage
Inhibitor6,400 Vitality+10% Weapon Damage
Leech6,400 Vitality+12% Weapon Damage
Phantom Strike6,400 Vitality+15% Weapon Damage
Siphon Bullets6,400 Vitality+15% Weapon Damage
Vampiric Burst6,400 Vitality+6% Weapon Damage
Bullet Resist Shredder1,600 Spirit+9% Weapon Damage
Unstable ConcoctionLegendary Spirit+150% Weapon Damage
  • Headshot Booster deals +45 bonus Weapon Damage with headshots.
  • Monster Rounds increases Weapon Damage against NPCs by +25%.
  • Berserker increases Weapon Damage by +7% per stack for sustaining damage.
  • Headhunter additionally deals +75 Boonx4 bonus Weapon Damage with headshots.
  • Intensifying Magazine increases Weapon Damage to a maximum of 45% after continuously firing.
  • Opening Rounds increases Weapon Damage by +25% against enemies above 50% health.
  • Golden Goose Egg grants random Permanent Buffs, including Weapon Damage.

References

[edit | edit source]