Weapon Damage: Difference between revisions

LVL (talk | contribs)
Updated hero icons, changed bullet resist section to match Damage Resistance page, and cleaned up spreadshot table.
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</math>  
</math>  


[[Grey Talon]] is an exception to the rule, additionally increasing his Base Bullet Damage based on his [[Spirit Power]] acquired through [[items]].
{{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 ==
== Weapon Damage ==
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!{{Ap|5}}
!{{Ap|5}}
|-
|-
|{{Hero Icon List|Abrams=true}}
|{{HeroIcon|Abrams|size=40px}}
|{{AbilityIcon|Shoulder Charge}}
|{{AbilityIcon|Shoulder Charge}}
|
|
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|{{Plink|+5.5|pic=Damage|size=18}} Weapon Damage for '''8s''' after colliding with an enemy
|{{Plink|+5.5|pic=Damage|size=18}} Weapon Damage for '''8s''' after colliding with an enemy
|-
|-
|{{Hero Icon List|Grey Talon=true}}
|{{HeroIcon|Grey Talon|size=40px}}
|{{AbilityIcon|Rain of Arrows}}
|{{AbilityIcon|Rain of Arrows}}
|{{Plink|+4|pic=Damage|size=18}}Weapon Damage
|{{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
|While airborne, {{Plink|+5|pic=Damage|size=18}} Weapon Damage and weapon damage applies '''40%''' movement slow for 1.5s
|
|
|-
|-
|{{Hero Icon List|Lash=true}}
|{{HeroIcon|Lash|size=40px}}
|{{AbilityIcon|Grapple}}
|{{AbilityIcon|Grapple}}
|
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|-
|-
|{{Hero Icon List|Pocket=true}}
|{{HeroIcon|Pocket|size=40px}}
|{{AbilityIcon|Flying Cloak}}
|{{AbilityIcon|Flying Cloak}}
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|'''{{Plink|+7|pic=Damage|size=18}} Weapon Damage''' for 10s after teleporting with Flying Cloak.
|'''{{Plink|+7|pic=Damage|size=18}} Weapon Damage''' for 10s after teleporting with Flying Cloak.
|-
|-
|{{Hero Icon List|Yamato=true}}
|{{HeroIcon|Yamato|size=40px}}
|{{AbilityIcon|Flying Strike}}
|{{AbilityIcon|Flying Strike}}
|
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!{{Ap|5}}
!{{Ap|5}}
|-
|-
|{{Hero Icon List|Bebop=true}}
|{{HeroIcon|Bebop|size=40px}}
|{{AbilityIcon|Exploding Uppercut}}
|{{AbilityIcon|Exploding Uppercut}}
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Damage Falloff affects all types of damage listed so far, these being:
Damage Falloff affects all types of damage listed so far, these being:


* {{Plink|Base Bullet Damage|pic=Bullet damage|size=18}}
* Base Bullet Damage
* Weapon Damage
* Weapon Damage
* Damage Bonus
* Damage Bonus
* {{Plink|Flat Weapon Damage|pic=Damage|size=18}}
* Flat Weapon Damage




Damage Falloff does not affect the Weapon Damage done by {{HeroIcon|Holliday}}s third ability {{AbilityIcon|Crackshot}}.
Damage Falloff does not affect the Weapon Damage done by {{HeroIcon|Holliday}}s third ability {{AbilityIcon|Crackshot}}.
== Bullet Resist - Bullet Resist Reduction ==


=== Bullet Resist ===
== Bullet Resistance and Reduction ==
Bullet Resist is a reduction of the damage taken by a hero. The formula for Damage Resist is:
{{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>


<math>BulletResist = 1 - \prod_{i=1}^n (1-p_i)</math>
Where <math>p_i</math> is each percentage source of the stat as a decimal.


<math>
For example, a player is attacked while having two sources of '''Bullet Resist''':
\begin{align}
* {{ItemIcon|Colossus}}: 40%
  p_i &= \text{each instance of Bullet Resist} \\
* {{ItemIcon|Battle Vest}}: 15%
  1 &= \text{Damage recieved from a gun} \\
  n &= \text{Number of total Bullet Resist sources} \\
  i &= \text{the index of the item that is giving Bullet Resist}
\end{align}
</math>


===== Explanation of the formula: =====
And the attacker has one source of '''Bullet Resist Reduction''':
Each instance of Bullet Resist is deducted from 100% of the damage received from a gun. This calculation is then repeated for each instance of Bullet Resist the hero has on. Once all these deductions have been calculated, the results are multiplied. The result of this multiplication is then deducted from 100% of the damage given initially. The result of this process is the Bullet Resist.
* {{ItemIcon|Crippling Headshot}}: -24%


=== Bullet Resist Reduction ===
First, calculate the player's total '''Bullet Resist''':
Bullet Resist Reduction is a reduction inflicted upon an enemy. The formula for Damage Resist Reduction is similar to the Bullet Resist one:
<math>1 - ((1 - 0.40) * (1 - 0.15)) = 1 - (0.6 * 0.85) = 1 - 0.51 = 0.49 \rightarrow 49\%</math>


<math>BulletResistReduction = 1 - \prod_{i=1}^n (1-p_i)</math>
The attacker's total '''Bullet Resist Reduction''' is simply 24%, as there is only one source.


<math>
Finally, subtract the reduction from the resistance to find the result:
\begin{align}
<math>49\% - 24\% = 25\%</math>
  p_i &= \text{each instance of Bullet Resist Reduction} \\
  1 &= \text{Damage recieved from a gun} \\
  n &= \text{Number of total Bullet Resist Reduction sources} \\
  i &= \text{the index of the item that is giving Bullet Resist Reduction}
\end{align}
</math>


===== Explanation of the formula: =====
The target has a final effective '''Bullet Resist''' of 25% against this attack.
Each instance of Bullet Resist reduction is deducted from 100% of the damage received from a gun. This calculation is then repeated for each instance of Bullet Resist Reduction the hero has on. Once all these deductions have been calculated, the results are multiplied. The result of this multiplication is then deducted from 100% of the damage given initially. The result of this process is the Bullet Resist Reduction.


=== Result ===
=== Final Damage Taken ===
To calculate the final Bullet Resist you have to calculate the difference between Bullet Resist and Bullet Resist Reduction
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 ==
== Increased Bullet Damage ==
A personal [[debuff]] you inflict on enemies. It multiplies the amount of damage they take from you but not your allies.
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 {{Plink|Flat Weapon Damage|pic=Damage|size=18}}.
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:
There are only four known instances of Increased Bullet Damage, all coming from heroe's abilities:
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!{{Ap|5}}
!{{Ap|5}}
|-
|-
|{{Hero Icon List|Bebop=true}}
|{{HeroIcon|Bebop|size=40px}}
|{{AbilityIcon|Hook}}
|{{AbilityIcon|Grapple Arm}}
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|Bebop deals '''30% more weapon damage''' against hooked enemies for 10s
|Bebop deals '''30% more weapon damage''' against hooked enemies for 10s
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|-
|-
|{{Hero Icon List|Dynamo=true}}
|{{HeroIcon|Dynamo|size=40px}}
|{{AbilityIcon|Kinetic Pulse}}
|{{AbilityIcon|Kinetic Pulse}}
|
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|-
|-
|{{Hero Icon List|Grey Talon=true}}
|{{HeroIcon|Grey Talon|size=40px}}
|{{AbilityIcon|Spirit Snare}}
|{{AbilityIcon|Spirit Snare}}
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|Grey Talon deals '''+30%''' more Bullet Damage to enemies hit by Spirit Snare for '''10s'''
|Grey Talon deals '''+30%''' more Bullet Damage to enemies hit by Spirit Snare for '''10s'''
|-
|-
|{{Hero Icon List|Warden=true}}
|{{HeroIcon|Warden|size=40px}}
|{{AbilityIcon|Binding Word}}
|{{AbilityIcon|Binding Word}}
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There are currently 6 weapons capable of doing Spreadshots in game
There are currently 6 weapons capable of doing Spreadshots in game
{|
{| class="wikitable"
!Hero
!Hero
!Weapon
!Weapon
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|-
|-
|{{HeroIcon|Abrams|size=40px}}
|{{HeroIcon|Abrams|size=40px}}
|{{WeaponCard|key=hero_atlas}}
|[[Case Closed]]
|9
|9
|Semi-Fixed
|Semi-Fixed
|-
|-
|{{HeroIcon|Calico|size=40px}}
|{{HeroIcon|Calico|size=40px}}
|{{WeaponCard|key=hero_nano|ph=true}}
|[[Sweetest Lie]]
|8
|8
|Fixed
|Fixed
|-
|-
|{{HeroIcon|Mo & Krill|size=40px}}
|{{HeroIcon|Mo & Krill|size=40px}}
|{{WeaponCard|key=hero_krill}}
|[[Yellow Canary]]
|4
|4
|Semi-Fixed
|Semi-Fixed
|-
|-
|{{HeroIcon|Shiv|size=40px}}
|{{HeroIcon|Shiv|size=40px}}
|{{WeaponCard|key=hero_shiv}}
|[[Busted Flush]]
|6 (Fire)
|6 (Primary)<br />12 (Alternate)
12 (Alt-Fire)
|Random
|Random
|-
|-
|{{HeroIcon|Yamato|size=40px}}
|{{HeroIcon|Yamato|size=40px}}
|{{WeaponCard|key=hero_yamato}}
|[[Sister's Lament]]
|5
|5
|Semi-Fixed
|Semi-Fixed
|-
|-
|{{HeroIcon|Pocket|size=40px}}
|{{HeroIcon|Pocket|size=40px}}
|{{WeaponCard|key=hero_synth}}
|[[The Black Sheep]]
|7
|7
|Fixed
|Fixed