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	<updated>2026-09-02T06:08:10Z</updated>
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	<entry>
		<id>https://deadlock.wiki/Ziplines?diff=33420</id>
		<title>Ziplines</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Ziplines?diff=33420"/>
		<updated>2025-08-16T13:38:37Z</updated>

		<summary type="html">&lt;p&gt;143.177.238.46: /* Getting knocked off */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zip-line.png|550px|thumb|The four Ziplines prior to the [[Update:February 25, 2025|2025-02-25 Update]]: Yellow, Green, Blue and Purple.]]&lt;br /&gt;
&#039;&#039;&#039;The Ziplines&#039;&#039;&#039; (&#039;&#039;a.k.a. &amp;quot;Transit Lines&amp;quot; or &amp;quot;Hyperlines&amp;quot;&#039;&#039;) are the primary method of long-distance transportation in &#039;&#039;[[Deadlock]]&#039;&#039;. They are located throughout the [[Map]], starting from each team&#039;s base, running down the three different lanes. Each team has their own Zipline system. The availability of the Zipline depends on how far a team&#039;s [[Troopers]] has pushed down the lane.&lt;br /&gt;
&lt;br /&gt;
When using a Zipline the player gains a movement boost up to 18 m/s regardless of the hero&#039;s base speed. Using a Zipline refreshes a hero&#039;s air dash and double jump. The player can use the down key (Ctrl by default) to drop from the zipline without losing speed momentum.&lt;br /&gt;
&lt;br /&gt;
If a hero takes damage from an enemy hero, they will be unable to use a Zipline for three seconds.&lt;br /&gt;
&lt;br /&gt;
== Getting knocked off ==&lt;br /&gt;
If damage is taken from an enemy hero while riding or attaching to the Zipline, a hero will take 15% of their max health in damage, be stunned for 2.5 seconds, and fall straight down from the Zipline. This is shown as &#039;Hyperline&#039; in the damage report and can be reduced by Spirit Resist.  Additionally, the 2.5 second stun timer does not start until the knocked player reaches the ground. After riding the Zipline for three seconds, a blue particle effect will appear to indicate that they can no longer be shot off the Zipline.&lt;br /&gt;
&lt;br /&gt;
Some sources of damage will not knock a hero off a Zipline. Notably, effects considered as &amp;quot;damage over time&amp;quot; (DoT) will not knock a hero off. [[Mirage]]&#039;s Djinn&#039;s Mark is considered a DoT effect for this purpose.&lt;br /&gt;
&lt;br /&gt;
== Zipline Speed Boost &amp;amp; Express ==&lt;br /&gt;
While on the Zipline, players can activate the &#039;Zipline Speed Boost&#039; (&amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt;by default) and receive the &#039;Zipline Boosted&#039; buff for 32s. When under this buff, players get ramping speed up to 40 m/s on any Zipline. This effect has a cooldown of 360s (6min). At the start of the match, it takes 280s (4min 40s) to unlock Boost. Once the [[Guardian#Base Guardian|base guardians]] are destroyed, the corresponding Ziplines have the boost applied permanently and are considered &#039;Express Lines&#039;. The Movement [[Powerup]] increases Zipline Boost effectiveness by 40-80% (scaling with game time) when active.&lt;br /&gt;
&lt;br /&gt;
=== The Three Different Ziplines ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Logo &lt;br /&gt;
|Name&lt;br /&gt;
|Color&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Sign_York.png|150x98px]]&lt;br /&gt;
|York Ave.&lt;br /&gt;
|Yellow&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Sign_Broadway.png|150x98px]]&lt;br /&gt;
|Broadway&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Sign_Park.png|150x98px]]&lt;br /&gt;
|Park Ave.&lt;br /&gt;
|Green&lt;br /&gt;
|}&lt;br /&gt;
Each lane has its very own name. Most characters refer to each lane as their corresponding colors. Characters like [[Seven]], [[Lash]], [[Abrams]], [[Wraith]], [[Grey Talon]], [[Infernus]], and [[Ivy]], sometimes refer to the lanes as their actual names.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* The ziplines have had various names. In &#039;&#039;[[Neon Prime]]&#039;&#039; they were called &#039;&#039;hyperlines&#039;&#039;, in &#039;&#039;[[Shadowline]]&#039;&#039; they were &#039;&#039;shadowlines&#039;&#039;, and now in &#039;&#039;Deadlock,&#039;&#039; their official name is &#039;&#039;transit lines&#039;&#039;. Some voice lines and UI elements still refer to them by their old names.&lt;br /&gt;
* Prior to the [[Update:February 25, 2025|2025-02-25 Update]], there were 4 lanes, Yellow (York), Green (Greenwich), Blue (Broadway), and Purple (Park).&lt;br /&gt;
* Park was originally Purple. It superseded the former Greenwich Lane as the Green Lane, of which Greenwich was originally the Orange Lane, Orchard.&lt;br /&gt;
* All the lanes are named after real New York streets, and the team&#039;s bases Grand Central (Sapphire) and Penn Station (Amber) are named after major train stations.&lt;br /&gt;
{{Navbox gameplay}}&lt;/div&gt;</summary>
		<author><name>143.177.238.46</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Weapon_Damage?diff=33366</id>
		<title>Weapon Damage</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Weapon_Damage?diff=33366"/>
		<updated>2025-08-14T17:16:06Z</updated>

		<summary type="html">&lt;p&gt;143.177.238.46: /* Crit Bonus Scale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; is a stat that increases [[Bullet Damage]], Light [[Melee Damage]], and Heavy Melee Damage.&lt;br /&gt;
{{#ev:youtube|xGTD-bBA57M|360|description=Video explaining Weapon Damage}}&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage Formula ==&lt;br /&gt;
The formula for calculating weapon damage is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;Final Weapon Damage = (BaseBulletDmg*WeaponDmg%*DmgBonus%+FlatWeaponDmg)*DmgFalloff*(BulletResist% - BulletResistReduction%)*IncreasedBulletDmg%*CritMultiplier&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Base Bullet Damage ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
The formula for Base Bullet Damage is: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;BaseBulletDamage = \sum_{k=1}^{15}(p_i)&amp;lt;/math&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
\begin{align}&lt;br /&gt;
  p_i &amp;amp;= \text{The damage acquired through each power increase} \\&lt;br /&gt;
  15 &amp;amp;= \text{Number of total power increases} \\&lt;br /&gt;
  i &amp;amp;= \text{the index of the power increase}&lt;br /&gt;
\end{align}&lt;br /&gt;
&amp;lt;/math&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Grey Talon]] is an exception to the rule, additionally increasing his Base Bullet Damage based on his [[Spirit Power]] acquired through [[items]].&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage ==&lt;br /&gt;
The percentage of damage acquired through items and golden statues&lt;br /&gt;
&lt;br /&gt;
The formula for weapon damage is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;x_f = x_i * (1 + \sum_{i=1}^n \text{Shop Bonus} + \sum_{i=1}^n \text{Golden Statues})&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--this is missing damage dropoff and bullet resist calc--&amp;gt;where:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
\begin{align}&lt;br /&gt;
  x_f &amp;amp;= \text{final weapon damage,} \\&lt;br /&gt;
  x_i &amp;amp;= \text{initial weapon damage,} \\&lt;br /&gt;
  Shop Bonus &amp;amp;= \text{Increase based on the tier,} \\&lt;br /&gt;
  Golden Statues &amp;amp;= \text{Golden Statue value}&lt;br /&gt;
\end{align}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Golden Statue]]s can provide a permanent increase: +&amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt;% before 10 minutes, +&amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt;% before 30 minutes and +&amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt;% after 30 minutes.&lt;br /&gt;
&lt;br /&gt;
All [[Weapon|weapon items]] provide an increase in Weapon Damage based on the player&#039;s total investment in the category.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Souls&lt;br /&gt;
!Weapon Damage Increases&lt;br /&gt;
|-&lt;br /&gt;
|{{Souls|800}}&lt;br /&gt;
| +7%&lt;br /&gt;
|-&lt;br /&gt;
|{{Souls|1,600}}&lt;br /&gt;
| +9%&lt;br /&gt;
|-&lt;br /&gt;
|{{Souls|2,400}}&lt;br /&gt;
| +13%&lt;br /&gt;
|-&lt;br /&gt;
|{{Souls|3,200}}&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
|{{Souls|4,800}}&lt;br /&gt;
| +29%&lt;br /&gt;
|-&lt;br /&gt;
|{{Souls|7,200}}&lt;br /&gt;
| +40%&lt;br /&gt;
|-&lt;br /&gt;
|{{Souls|9,600}}&lt;br /&gt;
| +58%&lt;br /&gt;
|-&lt;br /&gt;
|{{Souls|16,000}}&lt;br /&gt;
| +72%&lt;br /&gt;
|-&lt;br /&gt;
|{{Souls|22,400}}&lt;br /&gt;
| +83%&lt;br /&gt;
|-&lt;br /&gt;
|{{Souls|28,800}}&lt;br /&gt;
| +93%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following items grant increased weapon damage:{{Item stat table|Weapon Damage}}&lt;br /&gt;
&lt;br /&gt;
* {{ItemIcon|Headshot Booster}} deals +40 bonus Weapon Damage with headshots.&lt;br /&gt;
* {{ItemIcon|Monster Rounds}} increases Weapon Damage against NPCs by +35%.&lt;br /&gt;
* {{ItemIcon|Berserker}} increases Weapon Damage by +5% per [[stack]] for sustaining damage, where 120 receiving damage equals one stack, maxing at ten stacks.&lt;br /&gt;
* {{ItemIcon|Headhunter}} additionally deals +140 bonus Weapon Damage with headshots.&lt;br /&gt;
* {{ItemIcon|Intensifying Magazine}} additionally increases Weapon Damage to a maximum of 60% after continuously firing for three seconds.&lt;br /&gt;
* {{ItemIcon|Opening Rounds}} additionally increases Weapon Damage by +40% against enemies above 50% health.&lt;br /&gt;
* {{ItemIcon|Alchemical Fire}} causes enemies to receive +50% Weapon Damage from the player&#039;s team.&lt;br /&gt;
* {{ItemIcon|Glass Cannon}} additionally increases Weapon Damage by +10% per stack for each hero kill, maxing at seven stacks&lt;br /&gt;
&lt;br /&gt;
== Flat Weapon Damage ==&lt;br /&gt;
An extra amount of damage obtained through the use of second abilities on particular [[heroes]].&lt;br /&gt;
&lt;br /&gt;
Flat Weapon Damage is not affected by Weapon Damage, it&#039;s an additive damage source and it&#039;s not multiplied with the total multiplication that comes from Base Bullet Damage, Weapon Damage and Damage Bonus, but added in top of it.&lt;br /&gt;
&lt;br /&gt;
However, it is later multiplied by Damage Falloff, Bullet Resist, Bullet Damage and Crit Multipliers&lt;br /&gt;
&lt;br /&gt;
Some sources of Flat Weapon Damage are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Hero&lt;br /&gt;
!Ability&lt;br /&gt;
!{{Ap|0}}&lt;br /&gt;
!{{Ap|1}}&lt;br /&gt;
!{{Ap|2}}&lt;br /&gt;
!{{Ap|5}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Hero Icon List|Abrams=true}}&lt;br /&gt;
|{{AbilityIcon|Shoulder Charge}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|{{Plink|+5.5|pic=Damage|size=18}} Weapon Damage for &#039;&#039;&#039;8s&#039;&#039;&#039; after colliding with an enemy&lt;br /&gt;
|-&lt;br /&gt;
|{{Hero Icon List|Grey Talon=true}}&lt;br /&gt;
|{{AbilityIcon|Rain of Arrows}}&lt;br /&gt;
|{{Plink|+4|pic=Damage|size=18}}Weapon Damage&lt;br /&gt;
|&lt;br /&gt;
|While airborne, {{Plink|+5|pic=Damage|size=18}} Weapon Damage and weapon damage applies &#039;&#039;&#039;40%&#039;&#039;&#039; movement slow for 1.5s&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Hero Icon List|Lash=true}}&lt;br /&gt;
|{{AbilityIcon|Grapple}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;+20m&#039;&#039;&#039; Cast Range and gain {{Plink|+6|pic=Damage|size=18}} Weapon Damage for 10s (Able to stack)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Hero Icon List|Pocket=true}}&lt;br /&gt;
|{{AbilityIcon|Flying Cloak}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;{{Plink|+7|pic=Damage|size=18}} Weapon Damage&#039;&#039;&#039; for 10s after teleporting with Flying Cloak.&lt;br /&gt;
|-&lt;br /&gt;
|{{Hero Icon List|Yamato=true}}&lt;br /&gt;
|{{AbilityIcon|Flying Strike}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Can Grapple to ally &#039;&#039;&#039;Heroes&#039;&#039;&#039; and &#039;&#039;&#039;{{Plink|+6|pic=Damage|size=18}}&#039;&#039;&#039; Weapon Damage for &#039;&#039;&#039;10s&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Damage Falloff ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
All heroes have a Falloff Range, comprised of two distances that mark the start and end, in which their weapon damage is linearly reduced.&lt;br /&gt;
&lt;br /&gt;
Damage Falloff makes Weapon Damage drop from 100% (&amp;lt;math&amp;gt;Distance &amp;lt; FalloffRangeStart&amp;lt;/math&amp;gt;) to 10% (&amp;lt;math&amp;gt;Distance &amp;gt; FalloffRangeEnd&amp;lt;/math&amp;gt;) for all heroes, the only difference between heroes being their respective Weapon Falloff Ranges.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;Dot colors and their approximate Weapon Damage percentage ranges.&amp;lt;ref name=&amp;quot;Weapon Damage Explained by Yapistism&amp;quot;&amp;gt;[https://youtu.be/xGTD-bBA57M &amp;quot;Weapon Damage Explained&amp;quot; by Yapistism] 7:21&amp;lt;/ref&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Dot Color !! Damage Percentage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#fe6160&amp;quot;&amp;gt;&#039;&#039;&#039;Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;||10% - 20%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#feab44&amp;quot;&amp;gt;&#039;&#039;&#039;Orange&#039;&#039;&#039;&amp;lt;/span&amp;gt;||20% - 35%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#f9f926&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt;||35% - 75%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#6f6f6f&amp;quot;&amp;gt;&#039;&#039;&#039;Transparent&#039;&#039;&#039;&amp;lt;/span&amp;gt;||75% - 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Falloff Range can be increased by buying [[Sharpshooter]], a Tier 3 [[Weapon Item]].&lt;br /&gt;
&lt;br /&gt;
Bebop is able to increase his Falloff Range by upgrading his first skill:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Hero&lt;br /&gt;
!Ability&lt;br /&gt;
!{{Ap|0}}&lt;br /&gt;
!{{Ap|1}}&lt;br /&gt;
!{{Ap|2}}&lt;br /&gt;
!{{Ap|5}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Hero Icon List|Bebop=true}}&lt;br /&gt;
|{{AbilityIcon|Exploding Uppercut}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|On Uppercut enemy Hero, gain &#039;&#039;&#039;fast spin-up time, 2x range, and +60% weapon damage&#039;&#039;&#039; for 12s&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
However, Exploding Uppercut bonus Falloff Range can&#039;t be stacked with [[Sharpshooter]].&lt;br /&gt;
&lt;br /&gt;
Damage Falloff affects all types of damage listed so far, these being:&lt;br /&gt;
&lt;br /&gt;
* {{Plink|Base Bullet Damage|pic=Bullet damage|size=18}}&lt;br /&gt;
* Weapon Damage&lt;br /&gt;
* Damage Bonus&lt;br /&gt;
* {{Plink|Flat Weapon Damage|pic=Damage|size=18}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage Falloff does not affect the Weapon Damage done by {{HeroIcon|Holliday}}s third ability {{AbilityIcon|Crackshot}}.&lt;br /&gt;
== Bullet Resist - Bullet Resist Reduction ==&lt;br /&gt;
&lt;br /&gt;
=== Bullet Resist ===&lt;br /&gt;
Bullet Resist is a reduction of the damage taken by a hero. The formula for Damage Resist is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;BulletResist = 1 - \prod_{i=1}^n (1-p_i)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
\begin{align}&lt;br /&gt;
  p_i &amp;amp;= \text{each instance of Bullet Resist} \\&lt;br /&gt;
  1 &amp;amp;= \text{Damage recieved from a gun} \\&lt;br /&gt;
  n &amp;amp;= \text{Number of total Bullet Resist sources} \\&lt;br /&gt;
  i &amp;amp;= \text{the index of the item that is giving Bullet Resist}&lt;br /&gt;
\end{align}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Explanation of the formula: =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Bullet Resist Reduction ===&lt;br /&gt;
Bullet Resist Reduction is a reduction inflicted upon an enemy. The formula for Damage Resist Reduction is similar to the Bullet Resist one:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;BulletResistReduction = 1 - \prod_{i=1}^n (1-p_i)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
\begin{align}&lt;br /&gt;
  p_i &amp;amp;= \text{each instance of Bullet Resist Reduction} \\&lt;br /&gt;
  1 &amp;amp;= \text{Damage recieved from a gun} \\&lt;br /&gt;
  n &amp;amp;= \text{Number of total Bullet Resist Reduction sources} \\&lt;br /&gt;
  i &amp;amp;= \text{the index of the item that is giving Bullet Resist Reduction}&lt;br /&gt;
\end{align}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Explanation of the formula: =====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Result ===&lt;br /&gt;
To calculate the final Bullet Resist you have to calculate the difference between Bullet Resist and Bullet Resist Reduction&lt;br /&gt;
&lt;br /&gt;
== Increased Bullet Damage ==&lt;br /&gt;
A personal [[debuff]] you inflict on enemies. It multiplies the amount of damage they take from you but not your allies.&lt;br /&gt;
&lt;br /&gt;
Increased Bullet damage is not the same thing as Weapon Damage. as Increased Bullet Damage takes into account your {{Plink|Flat Weapon Damage|pic=Damage|size=18}}.&lt;br /&gt;
&lt;br /&gt;
There are only four known instances of Increased Bullet Damage, all coming from heroe&#039;s abilities:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Hero&lt;br /&gt;
!Ability&lt;br /&gt;
!{{Ap|0}}&lt;br /&gt;
!{{Ap|1}}&lt;br /&gt;
!{{Ap|2}}&lt;br /&gt;
!{{Ap|5}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Hero Icon List|Bebop=true}}&lt;br /&gt;
|{{AbilityIcon|Hook}}&lt;br /&gt;
|&lt;br /&gt;
|Bebop deals &#039;&#039;&#039;30% more weapon damage&#039;&#039;&#039; against hooked enemies for 10s&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Hero Icon List|Dynamo=true}}&lt;br /&gt;
|{{AbilityIcon|Kinetic Pulse}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Dynamo deals &#039;&#039;&#039;30% more Weapon Damage&#039;&#039;&#039; to hit enemies for &#039;&#039;&#039;8s&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{Hero Icon List|Grey Talon=true}}&lt;br /&gt;
|{{AbilityIcon|Spirit Snare}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Grey Talon deals &#039;&#039;&#039;+30%&#039;&#039;&#039; more Bullet Damage to enemies hit by Spirit Snare for &#039;&#039;&#039;10s&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|{{Hero Icon List|Warden=true}}&lt;br /&gt;
|{{AbilityIcon|Binding Word}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Warden deals &#039;&#039;&#039;+20% more Bullet Damage&#039;&#039;&#039; to trapped Heroes for &#039;&#039;&#039;6s&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Crit Multiplier ==&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&amp;lt;math&amp;gt;CritMultiplier = Headshot*CritBonusScale*CritResist&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Headshots ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Several items have effects that proc on headshots, such as {{ItemIcon|Headshot Booster}}, {{ItemIcon|Headhunter}}, and {{ItemIcon|Crippling Headshot}}.&lt;br /&gt;
&lt;br /&gt;
=== Crit Bonus Scale ===&lt;br /&gt;
&#039;&#039;&#039;Crit Bonus Scale&#039;&#039;&#039; is a stat that increases or decreases critical damage dealt by the player.&lt;br /&gt;
&lt;br /&gt;
*{{HeroIcon|Kelvin}}&#039;s weapon has &#039;&#039;&#039;-20%&#039;&#039;&#039; Crit Bonus Scale.&lt;br /&gt;
*{{HeroIcon|Vyper}}&#039;s weapon has &#039;&#039;&#039;-30%&#039;&#039;&#039; Crit Bonus Scale.&lt;br /&gt;
&lt;br /&gt;
=== Crit Resist ===&lt;br /&gt;
{{HeroIcon|Seven}} receives reduced incoming headshot damage, as do {{HeroIcon|Mo &amp;amp; Krill}}, who have a separate hitbox for each of Mo and Krill&#039;s heads.&lt;br /&gt;
&lt;br /&gt;
== Spreadshots ==&lt;br /&gt;
Spreadshots are a property of certain weapons that allow them to shoot multiple bullets at once, such as shotguns and shurikens.&lt;br /&gt;
&lt;br /&gt;
In these particular cases, all the previous instances of damage apply to every single bullet.&lt;br /&gt;
&lt;br /&gt;
There are currently 6 weapons capable of doing Spreadshots in game&lt;br /&gt;
{|&lt;br /&gt;
!Hero&lt;br /&gt;
!Weapon&lt;br /&gt;
!Bullets per shot&lt;br /&gt;
!Pattern&lt;br /&gt;
|-&lt;br /&gt;
|{{HeroIcon|Abrams|size=40px}}&lt;br /&gt;
|{{WeaponCard|key=hero_atlas}}&lt;br /&gt;
|9&lt;br /&gt;
|Semi-Fixed&lt;br /&gt;
|-&lt;br /&gt;
|{{HeroIcon|Calico|size=40px}}&lt;br /&gt;
|{{WeaponCard|key=hero_nano|ph=true}}&lt;br /&gt;
|8&lt;br /&gt;
|Fixed&lt;br /&gt;
|-&lt;br /&gt;
|{{HeroIcon|Mo &amp;amp; Krill|size=40px}}&lt;br /&gt;
|{{WeaponCard|key=hero_krill}}&lt;br /&gt;
|4&lt;br /&gt;
|Semi-Fixed&lt;br /&gt;
|-&lt;br /&gt;
|{{HeroIcon|Shiv|size=40px}}&lt;br /&gt;
|{{WeaponCard|key=hero_shiv}}&lt;br /&gt;
|6 (Fire)&lt;br /&gt;
12 (Alt-Fire)&lt;br /&gt;
|Random&lt;br /&gt;
|-&lt;br /&gt;
|{{HeroIcon|Yamato|size=40px}}&lt;br /&gt;
|{{WeaponCard|key=hero_yamato}}&lt;br /&gt;
|5&lt;br /&gt;
|Semi-Fixed&lt;br /&gt;
|-&lt;br /&gt;
|{{HeroIcon|Pocket|size=40px}}&lt;br /&gt;
|{{WeaponCard|key=hero_synth}}&lt;br /&gt;
|7&lt;br /&gt;
|Fixed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Stat navbox}}&lt;/div&gt;</summary>
		<author><name>143.177.238.46</name></author>
	</entry>
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