Weapon Damage

Revision as of 23:17, 2 October 2025 by Gammaton32 (talk | contribs) (Weapon Damage: updated scaling)

Weapon Damage is a stat that increases Bullet Damage, Light Melee Damage, and Heavy Melee Damage.

Video explaining Weapon Damage

Weapon Damage Formula

The formula for calculating weapon damage is:

FinalWeaponDamage=(BaseBulletDmgWeaponDmg%DmgBonus%+FlatWeaponDmg)DmgFalloff(BulletResist%BulletResistReduction%)IncreasedBulletDmg%CritMultiplier

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:

BaseBulletDamage=k=115(pi)

pi=The damage acquired through each power increase15=Number of total power increasesi=the index of the power increase

  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:

xf=xi(1+i=1nShop Bonus+i=1nGolden Statues)

where:

xf=final weapon damage,xi=initial weapon damage,ShopBonus=Increase based on the tier,GoldenStatues=Golden Statue value

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:

This is a dynamic list "Weapon Damage". Edit contents.
Name CostCategoryStat 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 +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 +75 x3 (+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)
  Pocket   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% (Distance<FalloffRangeStart) to 10% (Distance>FalloffRangeEnd) 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 colors and their approximate Weapon Damage percentage ranges.[1]
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: Total=1i=1n(1pi)

Where pi is each percentage source of the stat as a decimal.

For example, a player is attacked while having two sources of Bullet Resist:

And the attacker has one source of Bullet Resist Reduction:

First, calculate the player's total Bullet Resist: 1((10.40)(10.15))=1(0.60.85)=10.51=0.4949%

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: 49%24%=25%

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

CritMultiplier=HeadshotCritBonusScaleCritResist

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.

  •   Kelvin's weapon has -20% Crit Bonus Scale.
  •   Vyper's weapon has -30% Crit Bonus Scale.

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
  Pocket The Black Sheep 7 Fixed

References