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{{#ev:youtube|xGTD-bBA57M|360|right|description=Video explaining Weapon Damage|frame}} '''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: <math>Final Weapon Damage = (BaseBulletDmg*WeaponDmg%*DmgBonus%+FlatWeaponDmg)*DmgFalloff*(BulletResist% - BulletResistReduction%)*IncreasedBulletDmg%*CritMultiplier</math> == 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: <math>BaseBulletDamage = \sum_{k=1}^{15}(p_i)</math> <math> \begin{align} p_i &= \text{The damage acquired through each power increase} \\ 15 &= \text{Number of total power increases} \\ i &= \text{the index of the power increase} \end{align} </math> [[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: <math>x_f = x_i * (1 + \sum_{i=1}^n \text{Shop Bonus} + \sum_{i=1}^n \text{Golden Statues})</math> <!--this is missing damage dropoff and bullet resist calc-->where: <math> \begin{align} x_f &= \text{final weapon damage,} \\ x_i &= \text{initial weapon damage,} \\ Shop Bonus &= \text{Increase based on the tier,} \\ Golden Statues &= \text{Golden Statue value} \end{align} </math> [[Golden Statue]]s can provide a permanent increase: +<b>3</b>% before 10 minutes, +<b>4</b>% before 30 minutes and +<b>7</b>% after 30 minutes. All [[Weapon|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:{{Item stat table|Weapon Damage}} * {{ItemIcon|Headshot Booster}} deals +40 bonus Weapon Damage with headshots. * {{ItemIcon|Monster Rounds}} increases Weapon Damage against NPCs by +35%. * {{ItemIcon|Berserker}} increases Weapon Damage by +5% per [[stack]] for sustaining damage, where 120 receiving damage equals one stack, maxing at ten stacks. * {{ItemIcon|Headhunter}} additionally deals +140 bonus Weapon Damage with headshots. * {{ItemIcon|Intensifying Magazine}} additionally increases Weapon Damage to a maximum of 60% after continuously firing for three seconds. * {{ItemIcon|Pristine Emblem}} additionally increases Weapon Damage by +25% against enemies above 50% health. * {{ItemIcon|Alchemical Fire}} causes enemies to receive +50% Weapon Damage from the player's team. * {{ItemIcon|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: {| class="wikitable" !Hero !Ability !{{Ap|0}} !{{Ap|1}} !{{Ap|2}} !{{Ap|5}} |- |{{Hero Icon List|Abrams=true}} |{{AbilityIcon|Shoulder Charge}} | | | |{{Plink|+5.5|pic=Damage|size=18}} Weapon Damage for '''8s''' after colliding with an enemy |- |{{Hero Icon List|Grey Talon=true}} |{{AbilityIcon|Rain of Arrows}} |{{Plink|+4|pic=Damage|size=18}}Weapon Damage | |While airborne, {{Plink|+5|pic=Damage|size=18}} Weapon Damage and weapon damage applies '''40%''' movement slow for 1.5s | |- |{{Hero Icon List|Lash=true}} |{{AbilityIcon|Grapple}} | | |'''+20m''' Cast Range and gain {{Plink|+6|pic=Damage|size=18}} Weapon Damage for 10s (Able to stack) | |- |{{Hero Icon List|Pocket=true}} |{{AbilityIcon|Flying Cloak}} | | | |'''{{Plink|+7|pic=Damage|size=18}} Weapon Damage''' for 10s after teleporting with Flying Cloak. |- |{{Hero Icon List|Yamato=true}} |{{AbilityIcon|Flying Strike}} | | | |Can Grapple to ally '''Heroes''' and '''{{Plink|+6|pic=Damage|size=18}}''' 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% (<math>Distance < FalloffRangeStart</math>) to 10% (<math>Distance > FalloffRangeEnd</math>) 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. {| class="wikitable" |+ ''Dot colors and their approximate Weapon Damage percentage ranges.<ref name="Weapon Damage Explained by Yapistism">[https://youtu.be/xGTD-bBA57M "Weapon Damage Explained" by Yapistism] 7:21</ref>'' |- ! Dot Color !! Damage Percentage |- | <span style="color:#fe6160">'''Red'''</span>||10% - 20% |- | <span style="color:#feab44">'''Orange'''</span>||20% - 35% |- | <span style="color:#f9f926">'''Yellow'''</span>||35% - 75% |- | <span style="color:#6f6f6f">'''Transparent'''</span>||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: {| class="wikitable" |+ !Hero !Ability !{{Ap|0}} !{{Ap|1}} !{{Ap|2}} !{{Ap|5}} |- |{{Hero Icon List|Bebop=true}} |{{AbilityIcon|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: * {{Plink|Base Bullet Damage|pic=Bullet damage|size=18}} * Weapon Damage * Damage Bonus * {{Plink|Flat Weapon Damage|pic=Damage|size=18}} Damage Falloff does not affect the Weapon Damage done by {{HeroIcon|Holliday}}s third ability {{AbilityIcon|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: <math>BulletResist = 1 - \prod_{i=1}^n (1-p_i)</math> <math> \begin{align} p_i &= \text{each instance of Bullet Resist} \\ 1 &= \text{Damage recieved from a gun} \\ n &= \text{Number of total Bullet Resist sources} \\ i &= \text{the index of the item that is giving Bullet Resist} \end{align} </math> ===== 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: <math>BulletResistReduction = 1 - \prod_{i=1}^n (1-p_i)</math> <math> \begin{align} p_i &= \text{each instance of Bullet Resist Reduction} \\ 1 &= \text{Damage recieved from a gun} \\ n &= \text{Number of total Bullet Resist Reduction sources} \\ i &= \text{the index of the item that is giving Bullet Resist Reduction} \end{align} </math> ===== 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 {{Plink|Flat Weapon Damage|pic=Damage|size=18}}. There are only four known instances of Increased Bullet Damage, all coming from heroe's abilities: {| class="wikitable" !Hero !Ability !{{Ap|0}} !{{Ap|1}} !{{Ap|2}} !{{Ap|5}} |- |{{Hero Icon List|Bebop=true}} |{{AbilityIcon|Hook}} | |Bebop deals '''30% more weapon damage''' against hooked enemies for 10s | | |- |{{Hero Icon List|Dynamo=true}} |{{AbilityIcon|Kinetic Pulse}} | | |Dynamo deals '''30% more Weapon Damage''' to hit enemies for '''8s''' | |- |{{Hero Icon List|Grey Talon=true}} |{{AbilityIcon|Spirit Snare}} | | | |Grey Talon deals '''+30%''' more Bullet Damage to enemies hit by Spirit Snare for '''10s''' |- |{{Hero Icon List|Warden=true}} |{{AbilityIcon|Binding Word}} | | | |Warden deals '''+20% more Bullet Damage''' to trapped Heroes for '''6s''' |} == Crit Multiplier == === Formula === <math>CritMultiplier = Headshot*CritBonusScale*CritResist</math> === 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 {{ItemIcon|Headshot Booster}}, {{ItemIcon|Headhunter}}, and {{ItemIcon|Crippling Headshot}}. === Crit Bonus Scale === === Crit Resist === {{HeroIcon|Seven}} receives reduced incoming headshot damage, as do {{HeroIcon|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 |- |{{Hero Icon List|Abrams=true}} |{{WeaponCard|key=hero_atlas}} |9 |Semi-Fixed |- |Calico |{{WeaponCard|key=hero_nano|ph=true}} |8 |Fixed |- |{{Hero Icon List|Mo & Krill=true}} |{{WeaponCard|key=hero_krill}} |4 |Semi-Fixed |- |{{Hero Icon List|Shiv=true}} |{{WeaponCard|key=hero_shiv}} |6 (Fire) 12 (Alt-Fire) |Random |- |{{Hero Icon List|Yamato=true}} |{{WeaponCard|key=hero_yamato}} |5 |Semi-Fixed |- |{{Hero Icon List|Pocket=true}} |{{WeaponCard|key=hero_synth}} |7 |Fixed |} {{Stat navbox}}
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