Weapon Damage: Difference between revisions

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added scaling description
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 ===
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
! Weapon
! Bullets per shot
! Bullets per shot
! Pattern
! Pattern
|-
|-
| {{HeroIcon|Abrams}}
| {{HeroIcon|Abrams}}
| [[Case Closed]]
| 9
| 9
| Semi-Fixed
| Semi-Fixed
|-
|-
| {{HeroIcon|Calico}}
| {{HeroIcon|Calico}}
| [[Sweetest Lie]]
| 8
| Fixed
| Fixed
|-
|-
| {{HeroIcon|Mo & Krill}}
| {{HeroIcon|Mo & Krill}}
| [[Yellow Canary]]
| 4
| 4
| Semi-Fixed
| Semi-Fixed
|-
|-
| {{HeroIcon|Shiv}}
| {{HeroIcon|Shiv}}
| [[Busted Flush]]
| 6-12
| 6-12
| Random
| Random
|-
|-
| {{HeroIcon|Yamato}}
| {{HeroIcon|Yamato}}
| [[Sister's Lament]]
| 5
| 5
| Semi-Fixed
| Semi-Fixed
|-
|-
| {{HeroIcon|Pocket}}
| {{HeroIcon|Pocket}}
| [[The Black Sheep]]
| 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.
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.


== Weapon Damage Multiplier ==
== Combat Modifiers ==
This represents the percentage of damage acquired through shop items and golden statues. These bonuses are '''additive''' with each other.
=== 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%.
The formula for the total multiplier is:
<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.
 
== Shop Investment Scaling ==
All [[Weapon|weapon items]] provide an automatic increase in Weapon Damage based on the player's total soul investment in that category:


When aiming at an enemy hero, a dot on their health bar indicates the percentage of damage you will deal:
{| class="wikitable"
{| class="wikitable"
!Souls invested
! Dot Color
!Weapon Damage Increase
! Damage Percentage
|-
|-
|{{Souls|800}}
| <span style="color:#fe6160">'''Red'''</span>
| +7%
| 10% - 20%
|-
|-
|{{Souls|1,600}}
| <span style="color:#feab44">'''Orange'''</span>
| +9%
| 20% - 35%
|-
|-
|{{Souls|2,400}}
| <span style="color:#f9f926">'''Yellow'''</span>
| +13%
| 35% - 75%
|-
|-
|{{Souls|3,200}}
| <span style="color:#6f6f6f">'''Transparent'''</span>
| +20%
| 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 (%)
|-
|-
|{{Souls|4,800}} [[File:Star.png|15px]]
|{{HeroIcon|Paradox}}
| '''+49%'''
|{{AbilityIcon|Kinetic Carbine}}
|style=text-align:center|{{#invoke:Abilities|get_ability_prop|Kinetic Carbine|HeadshotBonus}}
|-
|-
|{{Souls|7,200}}
|{{HeroIcon|Venator}}
| +60%
|{{AbilityIcon|Ira Domini}}
|style=text-align:center|30
|-
|-
|{{Souls|9,600}}
|{{HeroIcon|Vindicta}}
| +80%
|{{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}}
|-
|-
|{{Souls|16,000}}
| {{HeroIcon|Bebop|size=40px}}
| +95%
| {{AbilityIcon|Grapple Arm}}
|
| Bebop deals '''20% more weapon damage''' against hooked enemies for 6s
|
|
|-
|-
|{{Souls|22,400}}
| {{HeroIcon|Dynamo|size=40px}}
| +115%
| {{AbilityIcon|Kinetic Pulse}}
|
|
| Dynamo deals '''30% more Weapon Damage''' to hit enemies for '''8s'''
|
|-
|-
|{{Souls|28,800}}
| {{HeroIcon|Warden|size=40px}}
| +135%
| {{AbilityIcon|Binding Word}}
|}
|
 
|
== Item Sources ==
|
The following items grant increased weapon damage:
| Warden deals '''+20% more Bullet Damage''' to trapped Heroes for '''6s'''
{{Item stat table|Weapon Damage}}
|}-->
 
* {{ItemIcon|Headshot Booster}} deals +{{#invoke:ItemData|get_prop|Headshot Booster|HeadShotBonusDamage}} bonus Weapon Damage with headshots.
* {{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.
 
== Flat Weapon Damage ==
== Flat Weapon Damage ==
Flat Weapon Damage is an extra amount of damage obtained through certain hero abilities.  
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.
'''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"
!Hero
!Hero
Line 140: Line 161:
|
|
|
|
|{{Plink|+1.5|pic=Damage|size=18}} Weapon Damage for '''6s''' after colliding with an enemy
| +1.5 Weapon Damage for '''6s''' after colliding with an enemy
|-
|-
|{{HeroIcon|Grey Talon|size=40px}}
|{{HeroIcon|Grey Talon|size=40px}}
|{{AbilityIcon|Rain of Arrows}}
|{{AbilityIcon|Rain of Arrows}}
|{{Plink|+4|pic=Damage|size=18}} Weapon Damage
| +4 Weapon Damage
|
|
|While airborne, {{Plink|+5|pic=Damage|size=18}} Weapon Damage and movement slow
|While airborne, +5 Weapon Damage and movement slow
|
|
|-
|-
|{{HeroIcon|Haze|size=40px}}
|{{HeroIcon|Haze|size=40px}}
|{{AbilityIcon|Fixation}}
|{{AbilityIcon|Fixation}}
|'''{{Plink|+0.2|pic=Damage|size=18}} Bullet Damage''' per stack.
|'''+0.2 Bullet Damage''' per stack.
|
|
|
|
|'''{{Plink|+0.32|pic=Damage|size=18}} Bullet Damage''' per stack.
|'''+0.32 Bullet Damage''' per stack.
|-
|-
|{{HeroIcon|Lash|size=40px}}
|{{HeroIcon|Lash|size=40px}}
Line 160: Line 181:
|
|
|
|
|Gain {{Plink|+6|pic=Damage|size=18}} Weapon Damage for 10s (Able to stack)
|Gain +6 Weapon Damage for 10s (Able to stack)
|
|
|-
|-
Line 168: Line 189:
|
|
|
|
|'''{{Plink|+7|pic=Damage|size=18}} Weapon Damage''' for 10s after teleporting.
|'''+7 Weapon Damage''' for 10s after teleporting.
|-
|-
|{{HeroIcon|Yamato|size=40px}}
|{{HeroIcon|Yamato|size=40px}}
Line 175: Line 196:
|
|
|
|
|'''{{Plink|+6|pic=Damage|size=18}}''' Weapon Damage for '''10s'''
|'''+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.


== Combat Modifiers ==
<math>\begin{array}{c}
=== Damage Falloff ===
\text{Final Damage} = \\
Damage Falloff reduces damage based on distance. All heroes have a Falloff Range in which damage is linearly reduced from 100% to 10%.
[(\text{Base DMG} \times \text{DMG Multiplier}) + \text{Flat Bonus}] \\
\times \text{Falloff} \times \text{Resistances} \times \text{Crit Multiplier}
\end{array}</math>


When aiming at an enemy hero, a dot on their health bar indicates the percentage of damage you will deal:
== Weapon Damage Scaling ==
{| class="wikitable"
Some abilities scale with Weapon Damage.
! 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 ===
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%).
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>
=== Abilities that scale with weapon damage ===
{{AbilityTable|weaponscaling}}


'''Crit Bonus Scale''' is a stat that modifies critical damage for certain heroes:
== NPCs ==
{| class="wikitable sortable"
Attacks from [[Troopers]], [[Guardians]], [[Neutrals]], [[Base Turrets]] and the [[Mid-Boss]] deal weapon damage.
! Hero
! Crit Bonus Scale
|-
| {{HeroIcon|Billy}}
| {{#invoke:HeroData|get_hero_var|hero_punkgoat|CritDamageBonusPercent}}%
|-
| {{HeroIcon|Celeste}}
| {{#invoke:HeroData|get_hero_var|hero_unicorn|CritDamageBonusPercent}}%
|-
| {{HeroIcon|The Doorman}}
| {{#invoke:HeroData|get_hero_var|hero_doorman|CritDamageBonusPercent}}%
|-
| {{HeroIcon|Drifter}}
| {{#invoke:HeroData|get_hero_var|hero_drifter|CritDamageBonusPercent}}%
|-
| {{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.
== Sources ==
All [[Weapon|weapon items]] provide an automatic increase in Weapon Damage based on the player's total soul investment in that category:


== Target Modifiers ==
{{#invoke:ItemInvestmentTable|write_weapon}}
=== 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 ===
The following items grant increased 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.
{{Item stat table|Weapon Damage}}


{| class="wikitable"
* {{ItemIcon|Headshot Booster}} deals +{{#invoke:ItemData|get_prop|Headshot Booster|HeadShotBonusDamage}} bonus Weapon Damage with headshots.
! Hero
* {{ItemIcon|Monster Rounds}} increases Weapon Damage against NPCs by +{{#invoke:ItemData|get_prop|Monster Rounds|NonPlayerBonusWeaponPower}}.
! Ability
* {{ItemIcon|Berserker}} increases Weapon Damage by +{{#invoke:ItemData|get_prop|Berserker|WeaponPowerPerStack}} per [[stack]] for sustaining damage.
! {{Ap|0}}
* {{ItemIcon|Headhunter}} additionally deals +{{#invoke:ItemData|get_prop|Headhunter|HeadShotBonusDamage}} bonus Weapon Damage with headshots.
! {{Ap|1}}
* {{ItemIcon|Intensifying Magazine}} increases Weapon Damage to a maximum of {{#invoke:ItemData|get_prop|Intensifying Magazine|BaseAttackDamagePercentAtMaxDuration}} after continuously firing.
! {{Ap|2}}
* {{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.
! {{Ap|5}}
* {{ItemIcon|Golden Goose Egg}} grants random [[Permanent Buffs]], including Weapon Damage.
|-
| {{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'''
|}


== References ==
== References ==

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

[edit | edit source]

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

[edit | edit source]

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

[edit | edit source]

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

[edit | edit source]

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

[edit | edit source]
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

[edit | edit source]

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

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