Weapon Damage: Difference between revisions
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* {{ItemIcon|Headshot Booster}} deals +40 bonus Weapon Damage with headshots. | * {{ItemIcon|Headshot Booster}} deals +40 bonus Weapon Damage with headshots. | ||
* {{ItemIcon|Monster Rounds}} increases Weapon Damage against NPCs by +35%. | * {{ItemIcon|Monster Rounds}} increases Weapon Damage against NPCs by +35%. | ||
* {{ItemIcon|Berserker}} increases Weapon Damage by +5% per [[stack]] for sustaining damage, where | * {{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|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|Intensifying Magazine}} additionally increases Weapon Damage to a maximum of 60% after continuously firing for three seconds. | ||
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== Damage Falloff == | == Damage Falloff == | ||
The | 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. | ||
Falloff | 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 | 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: | Bebop is able to increase his Falloff Range by upgrading his first skill: | ||
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However, Exploding Uppercut bonus Falloff Range can't be stacked with [[Sharpshooter]]. | However, Exploding Uppercut bonus Falloff Range can't be stacked with [[Sharpshooter]]. | ||
Damage Falloff affects all | Damage Falloff affects all types of damage listed so far, these being: | ||
* {{Plink|Base Bullet Damage|pic=Bullet damage|size=18}} | * {{Plink|Base Bullet Damage|pic=Bullet damage|size=18}} | ||
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* {{Plink|Flat Weapon Damage|pic=Damage|size=18}} | * {{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 Reduction == | ||
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== Increased Bullet Damage == | == Increased Bullet Damage == | ||
A personal [[debuff]] you inflict on enemies. It multiplies the | 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}}. | 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}}. | ||
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|- | |- | ||
|{{Hero Icon List|Warden=true}} | |{{Hero Icon List|Warden=true}} | ||
|{{AbilityIcon| | |{{AbilityIcon|Binding Word}} | ||
| | | | ||
| | | | ||
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|Warden deals '''+20% more Bullet Damage''' to trapped Heroes for '''6s''' | |Warden deals '''+20% more Bullet Damage''' to trapped Heroes for '''6s''' | ||
|} | |} | ||
== Crit Multiplier == | == Crit Multiplier == | ||
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== Spreadshots == | == 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}} | {{Stat navbox}} |
Latest revision as of 20:13, 29 January 2025
Weapon Damage is a stat that increases Bullet Damage, Light Melee Damage, and Heavy Melee Damage.
Weapon Damage Formula[edit | edit source]
The formula for calculating weapon damage is:
Base Bullet Damage[edit | edit source]
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:
Grey Talon is an exception to the rule, additionally increasing his Base Bullet Damage based on his Spirit Power acquired through items.
Weapon Damage[edit | edit source]
The percentage of damage acquired through items and golden statues
The formula for weapon damage is:
where:
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:
Name | Cost | Category | Stat change |
---|---|---|---|
Basic Magazine | 500 | Weapon | +12% Weapon Damage |
Close Quarters | 500 | Weapon | +22% Weapon Damage |
High-Velocity Mag | 500 | Weapon | +11% Weapon Damage |
Hollow Point Ward | 500 | Weapon | +20% Weapon Damage |
Restorative Shot | 500 | Weapon | +3% Weapon Damage |
Active Reload | 1,250 | Weapon | +10% Weapon Damage |
Long Range | 1,250 | Weapon | +10% Weapon Damage |
Long Range | 1,250 | Weapon | +30% Weapon Damage |
Melee Charge | 1,250 | Weapon | +10% Weapon Damage |
Mystic Shot | 1,250 | Weapon | +12% Weapon Damage |
Slowing Bullets | 1,250 | Weapon | +16% Weapon Damage |
Soul Shredder Bullets | 1,250 | Weapon | +7% Weapon Damage |
Alchemical Fire | 3,000 | Weapon | +14% Weapon Damage |
Escalating Resilience | 3,000 | Weapon | +14% Weapon Damage |
Intensifying Magazine | 3,000 | Weapon | +20% Weapon Damage |
Warp Stone | 3,000 | Weapon | +20% Weapon Damage |
Headhunter | 3,500 | Weapon | +15% Weapon Damage |
Point Blank | 3,500 | Weapon | +45% Weapon Damage |
Pristine Emblem | 3,500 | Weapon | +25% Weapon Damage |
Titanic Magazine | 3,500 | Weapon | +18% Weapon Damage |
Sharpshooter | 4,250 | Weapon | +20% Weapon Damage |
Sharpshooter | 4,250 | Weapon | +70% Weapon Damage |
Spellslinger Headshots | 4,250 | Weapon | +12% Weapon Damage |
Crippling Headshot | 6,000 | Weapon | +20% Weapon Damage |
Silencer | 6,000 | Weapon | +20% Weapon Damage |
Vampiric Burst | 6,000 | Weapon | +25% Weapon Damage |
Glass Cannon | 7,250 | Weapon | +70% Weapon Damage |
Extra Health | 500 | Vitality | +7% Weapon Damage |
Sprint Boots | 500 | Vitality | +4% Weapon Damage |
Bullet Armor | 1,250 | Vitality | +6% Weapon Damage |
Combat Barrier | 1,250 | Vitality | +22% Weapon Damage |
Debuff Reducer | 1,250 | Vitality | +8% Weapon Damage |
Healing Nova | 1,750 | Vitality | +12% Weapon Damage |
Fortitude | 3,500 | Vitality | +27% Weapon Damage |
Debuff Remover | 4,250 | Vitality | +20% Weapon Damage |
Improved Bullet Armor | 4,250 | Vitality | +10% Weapon Damage |
Colossus | 6,000 | Vitality | +20% Weapon Damage |
Inhibitor | 6,000 | Vitality | +25% Weapon Damage |
Phantom Strike | 6,000 | Vitality | +30% Weapon Damage |
Siphon Bullets | 6,000 | Vitality | +15% Weapon Damage |
Veil Walker | 6,000 | Vitality | +15% Weapon Damage |
Leech | 7,250 | Vitality | +20% Weapon Damage |
Extra Charge | 500 | Spirit | +6% Weapon Damage |
Mystic Burst | 500 | Spirit | +6% Weapon Damage |
Duration Extender | 1,250 | Spirit | +8% Weapon Damage |
Improved Burst | 3,500 | Spirit | +8% Weapon Damage |
Rapid Recharge | 3,500 | Spirit | +18% Weapon Damage |
Superior Duration | 4,250 | Spirit | +15% Weapon Damage |
Curse | 6,000 | Spirit | +20% Weapon Damage |
Boundless Spirit | 9,500 | Spirit | +30% 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[edit | edit source]
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[edit | edit source]
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% () to 10% () 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 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:
- 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 Resist - Bullet Resist Reduction[edit | edit source]
Bullet Resist[edit | edit source]
Bullet Resist is a reduction of the damage taken by a hero. The formula for Damage Resist is:
Explanation of the formula:[edit | edit source]
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[edit | edit source]
Bullet Resist Reduction is a reduction inflicted upon an enemy. The formula for Damage Resist Reduction is similar to the Bullet Resist one:
Explanation of the formula:[edit | edit source]
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[edit | edit source]
To calculate the final Bullet Resist you have to calculate the difference between Bullet Resist and Bullet Resist Reduction
Increased Bullet Damage[edit | edit source]
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[edit | edit source]
Formula[edit | edit source]
Headshots[edit | edit source]
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[edit | edit source]
Crit Resist[edit | edit source]
Seven receives reduced incoming headshot damage, as do Mo & Krill, who have a separate hitbox for each of Mo and Krill's heads.
Spreadshots[edit | edit source]
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 |
---|---|---|---|
9 | Semi-Fixed | ||
Calico | 8 | Fixed | |
4 | Semi-Fixed | ||
6 (Fire)
12 (Alt-Fire) |
Random | ||
5 | Semi-Fixed | ||
7 | Fixed |
|