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Weapon Damage is a stat that increases Bullet Damage, Light Melee Damage, and Heavy Melee Damage.
Weapon Damage Formula
The formula for calculating weapon damage is:
Base Bullet Damage
The Amount of damage your Hero will do while having no items. This is different for each hero and it increases based on your level. All heroes gain levels at the same soul milestones.
The formula for Base Bullet Damage is:
Grey Talon is an exception to the rule, additionally increasing his Base Bullet Damage based on his Spirit Power acquired through items.
Weapon Damage
The percentage of damage acquired through items and golden statues
The formula for weapon damage is:
where:
Golden Statues can provide a permanent increase: +3% before 10 minutes, +4% before 30 minutes and +7% after 30 minutes.
All weapon items provide an increase in Weapon Damage based on the player's total investment in the category.
| Souls | Weapon Damage Increases |
|---|---|
| 800 | +7% |
| 1,600 | +9% |
| 2,400 | +13% |
| 3,200 | +20% |
| 4,800 | +29% |
| 7,200 | +40% |
| 9,600 | +60% |
| 16,000 | +75% |
| 22,400 | +95% |
| 28,800 | +115% |
The following items grant increased weapon damage:
| Name | Cost | Category | Stat change |
|---|---|---|---|
| Close Quarters | 800 | Weapon | +20% Weapon Damage |
| Extended Magazine | 800 | Weapon | +8% Weapon Damage |
| High-Velocity Rounds | 800 | Weapon | +8% Weapon Damage |
| Restorative Shot | 800 | Weapon | +6% Weapon Damage |
| Fleetfoot | 1,600 | Weapon | +6% Weapon Damage |
| Long Range | 1,600 | Weapon | +40% Weapon Damage |
| Opening Rounds | 1,600 | Weapon | +8% Weapon Damage |
| Recharging Rush | 1,600 | Weapon | +10% Weapon Damage |
| Titanic Magazine | 1,600 | Weapon | +14% Weapon Damage |
| Cultist Sacrifice | 3,200 | Weapon | +10% Weapon Damage |
| Escalating Resilience | 3,200 | Weapon | +18% Weapon Damage |
| Express Shot | 3,200 | Weapon | +8% Weapon Damage |
| Headhunter | 3,200 | Weapon | +5% Weapon Damage |
| Hollow Point | 3,200 | Weapon | +35% Weapon Damage |
| Point Blank | 3,200 | Weapon | +50% Weapon Damage |
| Sharpshooter | 3,200 | Weapon | +10% Weapon Damage |
| +60% Weapon Damage | |||
| Weighted Shots | 3,200 | Weapon | +30% Weapon Damage |
| Armor Piercing Rounds | 6,400 | Weapon | +8% Weapon Damage |
| Glass Cannon | 6,400 | Weapon | +80% Weapon Damage |
| Battle Vest | 1,600 | Vitality | +18% Weapon Damage |
| Bullet Lifesteal | 1,600 | Vitality | +6% Weapon Damage |
| Fury Trance | 3,200 | Vitality | +6% Weapon Damage |
| Colossus | 6,400 | Vitality | +15% Weapon Damage |
| Inhibitor | 6,400 | Vitality | +10% Weapon Damage |
| Leech | 6,400 | Vitality | +12% Weapon Damage |
| Phantom Strike | 6,400 | Vitality | +15% Weapon Damage |
| Siphon Bullets | 6,400 | Vitality | +15% Weapon Damage |
| Vampiric Burst | 6,400 | Vitality | +6% Weapon Damage |
| Bullet Resist Shredder | 1,600 | Spirit | +9% Weapon Damage |
| Unstable Concoction | Legendary | Spirit | +150% Weapon Damage |
- Headshot Booster deals +50 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, where taking 120 damage grants 1 stack, up to 10.
- Headhunter additionally deals +75x3 (+171 at 32 Boons) bonus Weapon Damage with headshots.
- Intensifying Magazine additionally increases Weapon Damage to a maximum of 45% after continuously firing for 3 seconds.
- Opening Rounds additionally increases Weapon Damage by +40% against enemies above 50% health.
Flat Weapon Damage
An extra amount of damage obtained through the use of second abilities on particular heroes.
Flat Weapon Damage is not affected by Weapon Damage, it's an additive damage source and it's not multiplied with the total multiplication that comes from Base Bullet Damage, Weapon Damage and Damage Bonus, but added in top of it.
However, it is later multiplied by Damage Falloff, Bullet Resist, Bullet Damage and Crit Multipliers
Some sources of Flat Weapon Damage are:
| Hero | Ability | 0 | 1 | 2 | 5 |
|---|---|---|---|---|---|
| Abrams | Shoulder Charge | +5.5 Weapon Damage for 8s after colliding with an enemy | |||
| Grey Talon | Rain of Arrows | +4 Weapon Damage | While airborne, +5 Weapon Damage and weapon damage applies 40% movement slow for 1.5s | ||
| Lash | Grapple | +20m Cast Range and gain +6 Weapon Damage for 10s (Able to stack) | |||
| Flying Cloak | +7 Weapon Damage for 10s after teleporting with Flying Cloak. | ||||
| Yamato | Flying Strike | Can Grapple to ally Heroes and +6 Weapon Damage for 10s |
Damage Falloff
The amount of weapon damage reduction a hero experiences in relation to their distance from a target entity. The greater the distance between the attacker and their target, the less weapon damage they are able to do.
All heroes have a Falloff Range, comprised of two distances that mark the start and end, in which their weapon damage is linearly reduced.
Damage Falloff makes Weapon Damage drop from 100% () to 10% () for all heroes, the only difference between heroes being their respective Weapon Falloff Ranges.
When aiming at an enemy hero, the percentage of inflicted Weapon Damage can be approximated by the player through a dot located at the left side of the enemies health bar that gradually turns from yellow to red.
| Dot Color | Damage Percentage |
|---|---|
| Red | 10% - 20% |
| Orange | 20% - 35% |
| Yellow | 35% - 75% |
| Transparent | 75% - 100% |
Falloff Range can be increased by buying Sharpshooter, a Tier 3 Weapon Item.
Bebop is able to increase his Falloff Range by upgrading his first skill:
| Hero | Ability | 0 | 1 | 2 | 5 |
|---|---|---|---|---|---|
| Bebop | Exploding Uppercut | On Uppercut enemy Hero, gain fast spin-up time, 2x range, and +60% weapon damage for 12s |
However, Exploding Uppercut bonus Falloff Range can't be stacked with Sharpshooter.
Damage Falloff affects all types of damage listed so far, these being:
- Base Bullet Damage
- Weapon Damage
- Damage Bonus
- Flat Weapon Damage
Damage Falloff does not affect the Weapon Damage done by Hollidays third ability Crackshot.
Bullet Resistance and Reduction
- Main article: 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:
Where is each percentage source of the stat as a decimal.
For example, a player is attacked while having two sources of Bullet Resist:
- Colossus: 40%
- Battle Vest: 15%
And the attacker has one source of Bullet Resist Reduction:
- Crippling Headshot: -24%
First, calculate the player's total Bullet Resist:
The attacker's total Bullet Resist Reduction is simply 24%, as there is only one source.
Finally, subtract the reduction from the resistance to find the result:
The target has a final effective Bullet Resist of 25% against this attack.
Final Damage Taken
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
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 Flat Weapon Damage.
There are only four known instances of Increased Bullet Damage, all coming from heroe's abilities:
| Hero | Ability | 0 | 1 | 2 | 5 |
|---|---|---|---|---|---|
| Bebop | Grapple Arm | Bebop deals 30% more weapon damage against hooked enemies for 10s | |||
| Dynamo | Kinetic Pulse | Dynamo deals 30% more Weapon Damage to hit enemies for 8s | |||
| Grey Talon | Spirit Snare | Grey Talon deals +30% more Bullet Damage to enemies hit by Spirit Snare for 10s | |||
| Warden | Binding Word | Warden deals +20% more Bullet Damage to trapped Heroes for 6s |
Crit Multiplier
Formula
Headshots
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.
Several items have effects that proc on headshots, such as Headshot Booster, Headhunter, and Crippling Headshot.
Crit Bonus Scale
Crit Bonus Scale is a stat that increases or decreases critical damage dealt by the player.
Crit Resist
Seven receives reduced incoming headshot damage, as do Mo & Krill, who have a separate hitbox for each of Mo and Krill's heads.
Spreadshots
Spreadshots are a property of certain weapons that allow them to shoot multiple bullets at once, such as shotguns and shurikens.
In these particular cases, all the previous instances of damage apply to every single bullet.
There are currently 6 weapons capable of doing Spreadshots in game
| Hero | Weapon | Bullets per shot | Pattern |
|---|---|---|---|
| Abrams | Case Closed | 9 | Semi-Fixed |
| Calico | Sweetest Lie | 8 | Fixed |
| Mo & Krill | Yellow Canary | 4 | Semi-Fixed |
| Shiv | Busted Flush | 6 (Primary) 12 (Alternate) |
Random |
| Yamato | Sister's Lament | 5 | Semi-Fixed |
| The Black Sheep | 7 | Fixed |