Weapon Damage: Difference between revisions

H3ctic (talk | contribs)
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
Vergir (talk | contribs)
m make damage formula fit better on mobile
Line 194: Line 194:
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 ==