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Spreadshots: added spreadshots as a category inside weapon damage
updated berserker values
 
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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 100 receiving damage equals one stack, maxing at ten stacks.
* {{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 ammount of damage a hero is able to do according to their distance from another entity. The further the hero gets from their target, the less damage they're able to do.
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 goes makes damage drop down to 90% on all heroes, the only difference between heroes being the distance they're able to go before being afflicted by Damage 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.


All heroes have Weapon Falloff Range that marks between which distances their total weapon damage will go from 100% to 10%.
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.


The Falloff Range can be viewed by the player through a dot at located at the left side of the enemy that tuns from yellow to red.
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]].
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 the types of damage listed so far, these being:
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 ammount of damage they take from you but not your allies.
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|Flying Cloak}}
|{{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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In these particular cases, all the previous instances of damage apply to every single bullet.
In these particular cases, all the previous instances of damage apply to every single bullet.


There are currently 6 weapons capable of doing Spredshots in game
There are currently 6 weapons capable of doing Spreadshots in game
{|
{|
!Hero
!Hero
!Weapon
!Weapon
!Bullets per shot
!Pattern
|-
|-
|{{Hero Icon List|Abrams=true}}
|{{Hero Icon List|Abrams=true}}
|{{WeaponCard|key=hero_atlas}}
|{{WeaponCard|key=hero_atlas}}
|9
|Semi-Fixed
|-
|-
|{{Hero Icon List|Yamato=true}}
|Calico
|{{WeaponCard|key=hero_yamato}}
|{{WeaponCard|key=hero_nano|ph=true}}
|8
|Fixed
|-
|-
|{{Hero Icon List|Mo & Krill=true}}
|{{Hero Icon List|Mo & Krill=true}}
|{{WeaponCard|key=hero_krill}}
|{{WeaponCard|key=hero_krill}}
|4
|Semi-Fixed
|-
|-
|{{Hero Icon List|Shiv=true}}
|{{Hero Icon List|Shiv=true}}
|{{WeaponCard|key=hero_shiv}}
|{{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}}
|{{Hero Icon List|Pocket=true}}
|{{WeaponCard|key=hero_synth}}
|{{WeaponCard|key=hero_synth}}
|-
|7
|Calico
|Fixed
|{{WeaponCard|key=hero_nano|ph=true}}
|}
|}
{{Stat navbox}}
{{Stat navbox}}

Latest revision as of 20:13, 29 January 2025

Video explaining Weapon Damage

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:

FinalWeaponDamage=(BaseBulletDmg*WeaponDmg%*DmgBonus%+FlatWeaponDmg)*DmgFalloff*(BulletResist%BulletResistReduction%)*IncreasedBulletDmg%*CritMultiplier

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:

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[edit | edit source]

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:

List of items
NameSoulsCostCategoryStat change
Basic Magazine500Weapon+12% Weapon Damage
Close Quarters500Weapon+22% Weapon Damage
High-Velocity Mag500Weapon+11% Weapon Damage
Hollow Point Ward500Weapon+20% Weapon Damage
Restorative Shot500Weapon+3% Weapon Damage
Active Reload1,250Weapon+10% Weapon Damage
Long Range1,250Weapon+10% Weapon Damage
Long Range1,250Weapon+30% Weapon Damage
Melee Charge1,250Weapon+10% Weapon Damage
Mystic Shot1,250Weapon+12% Weapon Damage
Slowing Bullets1,250Weapon+16% Weapon Damage
Soul Shredder Bullets1,250Weapon+7% Weapon Damage
Alchemical Fire3,000Weapon+14% Weapon Damage
Escalating Resilience3,000Weapon+14% Weapon Damage
Intensifying Magazine3,000Weapon+20% Weapon Damage
Warp Stone3,000Weapon+20% Weapon Damage
Headhunter3,500Weapon+15% Weapon Damage
Point Blank3,500Weapon+45% Weapon Damage
Pristine Emblem3,500Weapon+25% Weapon Damage
Titanic Magazine3,500Weapon+18% Weapon Damage
Sharpshooter4,250Weapon+20% Weapon Damage
Sharpshooter4,250Weapon+70% Weapon Damage
Spellslinger Headshots4,250Weapon+12% Weapon Damage
Crippling Headshot6,000Weapon+20% Weapon Damage
Silencer6,000Weapon+20% Weapon Damage
Vampiric Burst6,000Weapon+25% Weapon Damage
Glass Cannon7,250Weapon+70% Weapon Damage
Extra Health500Vitality+7% Weapon Damage
Sprint Boots500Vitality+4% Weapon Damage
Bullet Armor1,250Vitality+6% Weapon Damage
Combat Barrier1,250Vitality+22% Weapon Damage
Debuff Reducer1,250Vitality+8% Weapon Damage
Healing Nova1,750Vitality+12% Weapon Damage
Fortitude3,500Vitality+27% Weapon Damage
Debuff Remover4,250Vitality+20% Weapon Damage
Improved Bullet Armor4,250Vitality+10% Weapon Damage
Colossus6,000Vitality+20% Weapon Damage
Inhibitor6,000Vitality+25% Weapon Damage
Phantom Strike6,000Vitality+30% Weapon Damage
Siphon Bullets6,000Vitality+15% Weapon Damage
Veil Walker6,000Vitality+15% Weapon Damage
Leech7,250Vitality+20% Weapon Damage
Extra Charge500Spirit+6% Weapon Damage
Mystic Burst500Spirit+6% Weapon Damage
Duration Extender1,250Spirit+8% Weapon Damage
Improved Burst3,500Spirit+8% Weapon Damage
Rapid Recharge3,500Spirit+18% Weapon Damage
Superior Duration4,250Spirit+15% Weapon Damage
Curse6,000Spirit+20% Weapon Damage
Boundless Spirit9,500Spirit+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 Ability Point 0 Ability Point 1 Ability Point 2 Ability Point 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% (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 Ability Point 0 Ability Point 1 Ability Point 2 Ability Point 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[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:

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:[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:

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:[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 Ability Point 0 Ability Point 1 Ability Point 2 Ability Point 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]

CritMultiplier=Headshot*CritBonusScale*CritResist

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
Weapon Stats
Falloff Range
20m - 46m
61 DPS
Case Closed
Spreadshot Close Range
Reloads single shells at a time. Can be interrupted
9 Semi-Fixed
Calico
Weapon Stats
Falloff Range
20m - 58m
79 DPS
Sweetest Lie
Spreadshot Close Range
8 Fixed
Weapon Stats
Falloff Range
20m - 58m
72 DPS
Yellow Canary
Rapid Fire Spreadshot
4 Semi-Fixed
Weapon Stats
Falloff Range
20m - 41m
57 DPS
Busted Flush
Spreadshot Close Range
6 (Fire)

12 (Alt-Fire)

Random
Weapon Stats
Falloff Range
20m - 46m
64 DPS
Sister's Lament
Spreadshot Close Range
5 Semi-Fixed
Weapon Stats
Falloff Range
16m - 46m
63 DPS
The Black Sheep
Spreadshot Close Range
7 Fixed