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 Weapon Damage based on their Tier.

Tier 1 items provide +6%, Tier 2 items provide +10%, Tier 3 items provide +14%, and Tier 4 items provide +18%. 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 +40 bonus Weapon Damage with headshots.
  •   Monster Rounds increases Weapon Damage against NPCs by +35%.
  •   Berserker increases Weapon Damage by +5% per stack for sustaining damage, where 120 receiving damage equals one stack, maxing at ten stacks.
  •   Headhunter additionally deals +140 bonus Weapon Damage with headshots.
  •   Intensifying Magazine additionally increases Weapon Damage to a maximum of 60% after continuously firing for three seconds.
  •   Pristine Emblem additionally increases Weapon Damage by +25% against enemies above 50% health.
  •   Alchemical Fire causes enemies to receive +50% Weapon Damage from the player's team.
  •   Glass Cannon additionally increases Weapon Damage by +10% per stack for each hero kill, maxing at seven stacks

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
  Shoulder Charge   +5.5 Weapon Damage for 8s after colliding with an enemy
  Rain of Arrows   +4Weapon Damage While airborne,   +5 Weapon Damage and weapon damage applies 40% movement slow for 1.5s
  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.
  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
  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:


Damage Falloff does not affect the Weapon Damage done by   Hollidays third ability   Crackshot.

Bullet Resist - Bullet Resist Reduction

Bullet Resist

Bullet Resist is a reduction of the damage taken by a hero. The formula for Damage Resist is:

BulletResist=1i=1n(1pi)

pi=each instance of Bullet Resist1=Damage recieved from a gunn=Number of total Bullet Resist sourcesi=the index of the item that is giving Bullet Resist

Explanation of the formula:

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.

Bullet Resist Reduction

Bullet Resist Reduction is a reduction inflicted upon an enemy. The formula for Damage Resist Reduction is similar to the Bullet Resist one:

BulletResistReduction=1i=1n(1pi)

pi=each instance of Bullet Resist Reduction1=Damage recieved from a gunn=Number of total Bullet Resist Reduction sourcesi=the index of the item that is giving Bullet Resist Reduction

Explanation of the formula:

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

To calculate the final Bullet Resist you have to calculate the difference between Bullet Resist and Bullet Resist Reduction

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
  Hook Bebop deals 30% more weapon damage against hooked enemies for 10s
  Kinetic Pulse Dynamo deals 30% more Weapon Damage to hit enemies for 8s
  Spirit Snare Grey Talon deals +30% more Bullet Damage to enemies hit by Spirit Snare for 10s
  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 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
Case Closed
Spreadshot
Close Range
  51 Damage Per Second
Falloff Range
17m ➞ 40m
 
Reloads single shells at a time. Can be interrupted
9 Semi-Fixed
Calico
Sweetest Lie
Spreadshot
Close Range
  79 Damage Per Second
Falloff Range
20m ➞ 58m
 
8 Fixed
Yellow Canary
Rapid Fire
Spreadshot
  60 Damage Per Second
Falloff Range
20m ➞ 58m
 
4 Semi-Fixed
Busted Flush
Spreadshot
Close Range
  52 Damage Per Second
Falloff Range
20m ➞ 41m
 
6 (Fire)

12 (Alt-Fire)

Random
Sister's Lament
Spreadshot
Close Range
  63 Damage Per Second
Falloff Range
20m ➞ 46m
 
5 Semi-Fixed
The Black Sheep
Spreadshot
Close Range
  57 Damage Per Second
Falloff Range
16m ➞ 46m
 
7 Fixed

References