Level: Difference between revisions
Updated section about power increase. Tables now scale up to 19k souls (15 power increase). Normalized damage values to represent "what happens when you press the fire button once and hit all resulting bullets". Added alt fire mode details for Yamato, Viscous and Shiv (Yamato and Viscous damage growth has no multiplier in-game, may or may not be intended) |
→Power Increase Tables: reword |
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== Power Increase Tables == | == Power Increase Tables == | ||
Weapons with multiple projectiles (Spreadshot): | Weapons with multiple projectiles (Spreadshot): | ||
* {{HeroIcon|Abrams}}: 9 pellets, 4.68/pellet, +0.32/pellet | * {{HeroIcon|Abrams}}: 9 pellets, 4.68/pellet, +0.32/pellet | ||
* {{HeroIcon|Mo & Krill}}: 4 pellets, 3.6/pellet, +0.25/pellet | * {{HeroIcon|Mo & Krill}}: 4 pellets, 3.6/pellet, +0.25/pellet | ||
Line 31: | Line 30: | ||
Weapons with burst fire (Burst Fire): | Weapons with burst fire (Burst Fire): | ||
* {{HeroIcon|Lash}}: 3 rounds, 9/bullet, +0.71/bullet | * {{HeroIcon|Lash}}: 3 rounds, 9/bullet, +0.71/bullet | ||
* {{HeroIcon|Paradox}}: 5 rounds, 7.2/bullet, +0.42/bullet | * {{HeroIcon|Paradox}}: 5 rounds, 7.2/bullet, +0.42/bullet | ||
* {{HeroIcon|Seven}}: 3 rounds, 11.5/bullet, +0.6/bullet | * {{HeroIcon|Seven}}: 3 rounds, 11.5/bullet, +0.6/bullet | ||
Weapons with alt-fire: | |||
* {{HeroIcon|Shiv}}: 2 ammo consumed | |||
* {{HeroIcon|Viscous}}: 5 ammo consumed | |||
* {{HeroIcon|Yamato}}: 3 ammo consumed | |||
Spreadshot weapons will consume a single round in the magazine and fire all pellets at once centered around the crosshair position. Based on distance and spread, some pellets may miss the target. | Spreadshot weapons will consume a single round in the magazine and fire all pellets at once centered around the crosshair position. Based on distance and spread, some pellets may miss the target. | ||
Burst Fire weapons will try to consume as many magazine rounds as there are in a single burst and will fire one bullet at the crosshair position per round consumed, applying recoil and waiting for a short delay before shooting the next bullet. If there | Burst Fire weapons will try to consume as many magazine rounds as there are in a single burst and will fire one bullet at the crosshair position per round consumed, applying recoil and waiting for a short delay before shooting the next bullet. If there are not enough rounds in the magazine, the burst will end prematurely. Actions such as dashing and using a melee attack will pause a burst but not cancel it (same mechanic as pausing weapon reloads). | ||
Alt-firing may consume extra rounds to execute an alternative shot with upgraded properties by pressing the alt fire button (normally used to look down sight). | |||
{| class="wikitable sortable mw-collapsible mw-collapsed" | {| class="wikitable sortable mw-collapsible mw-collapsed" |
Revision as of 07:17, 10 December 2024
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Levels in Deadlock signify how many total Souls a hero has gathered. Levels increase a hero's power by granting rewards at specific souls-gathered thresholds. A hero's level is most appropriately referred to by the number of souls they have gathered, which is displayed at all times for all players.
Leveling Up
Leveling up in Deadlock is based on a hero's total gathered souls. Level up rewards vary from level to level and are a mix of Ability Unlocks,
Ability Points, and
Boons (Power Increases). The first three ability unlocks can only be used on non-ultimate abilities. When the fourth ability unlock is obtained at
3k it can be used to learn the hero's ultimate ability.
Reward breakdown
All heroes level up at the same souls-gathered thresholds. The following table details the rewards given at each threshold.
Ability Points
Ability points are obtained in various ways but primarily as level up rewards. Each ability has three levels, requiring one, two, and then five ability points to unlock. It is possible to spend ability points in any order, including saving them to spend on an ultimate ability or for the final level of an ability costs five ability points to unlock. Fully leveling up all of a hero's abilities requires a total of thirty-two ability points.
Boons from Patron
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Boons (power increases) serve to increase the base attributes of the hero. Level Up occasionally grant Boons from Patron . The base attributes that are improved by Boons are: base bullet damage, base melee damage, and base health. Each hero gains unique amounts of base stats from their Boons. The differences in these power increase profiles can dictate which heroes are more powerful in the early stages of a game and which heroes become powerful in the late game.
Power Increase Tables
Weapons with multiple projectiles (Spreadshot):
Abrams: 9 pellets, 4.68/pellet, +0.32/pellet
Mo & Krill: 4 pellets, 3.6/pellet, +0.25/pellet
Pocket: 7 pellets, 5/pellet, +0,4/pellet
Shiv: 6 pellets, 5.7/pellet, +0.4/pellet
Yamato: 5 pellets, 5.65/pellet, +0.5/pellet
Weapons with burst fire (Burst Fire):
Lash: 3 rounds, 9/bullet, +0.71/bullet
Paradox: 5 rounds, 7.2/bullet, +0.42/bullet
Seven: 3 rounds, 11.5/bullet, +0.6/bullet
Weapons with alt-fire:
Spreadshot weapons will consume a single round in the magazine and fire all pellets at once centered around the crosshair position. Based on distance and spread, some pellets may miss the target.
Burst Fire weapons will try to consume as many magazine rounds as there are in a single burst and will fire one bullet at the crosshair position per round consumed, applying recoil and waiting for a short delay before shooting the next bullet. If there are not enough rounds in the magazine, the burst will end prematurely. Actions such as dashing and using a melee attack will pause a burst but not cancel it (same mechanic as pausing weapon reloads).
Alt-firing may consume extra rounds to execute an alternative shot with upgraded properties by pressing the alt fire button (normally used to look down sight).
Base bullet damage based in PI | |||||||||||||||||
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Hero | Base Bullet Damage
(Full shot) |
PI (Full shot) | Souls collected | ||||||||||||||
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Base health based on PI | |||||||||||||||||
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Hero | Base Health | PL Increase | Souls collected | ||||||||||||||
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Light Melee Damage based on PI | |||||||||||||||||
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Hero | Base | PL Increase | Souls collected | ||||||||||||||
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Heavy Melee Damage based on PI | |||||||||||||||||
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Hero | Base | PL Increase | Souls collected | ||||||||||||||
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