Weapon Damage: Difference between revisionsGive feedback
m Changed `[1 + (0.65 * Crit Bonus Scale)] * Crit Resist` to `1 + [(0.65 * Crit Bonus Scale) * Crit Resist]` as crit resist only applies to the bonus damage from a critical hit and should not influence the base damage (the `1 +` at the start of the calculation). As an example of the issue the previous calculation could cause, a Vyper landing a critical hit on Seven would lead to the following crit multiplier: `[1 + (0.65 * (1 - 0.3))] * (1 - 0.55)` resulting in 65.475% i.e. dealing LESS damage |
m make damage formula fit better on mobile |
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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>\text{Final Damage} = \begin{array}{c} | ||
[(\text{Base Damage} \times \text{Weapon Damage Multiplier}) + \text{Flat Bonus}] \\ | |||
\times \text{Falloff} \times \text{Resistances} \times \text{Crit Multiplier} | |||
\end{array}</math> | |||
== Weapon Damage Scaling == | == Weapon Damage Scaling == | ||