Weapon Damage: Difference between revisions
Gammaton32 (talk | contribs) Undo revision 19364 by Gammaton32 (talk) Tag: Undo |
→Math: im editing the formula's based on this video: https://www.youtube.com/watch?v=xGTD-bBA57M it has a lot of info that i consider relevant for calculating damage. this is a work in progress, so please, if anyone could help making it "fancier" i would be thankfull |
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== Weapon Damage Formula == | |||
The formula for calculating weapon damage is: | |||
<math>(BaseBulletDmg*WeaponDmg%*DmgBonus%+FlatWeaponDmg)*DmgFalloff*BulletResist*BulletDmg%*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 [[Power|power level]]. All heroes gain power levels at the same soul milestones. | |||
[[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 | |||
=== Flat Weapon Damage === | |||
An extra amount of damage obtained through the use of second skills 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 | |||
Some sources of Flat Weapon Damage are: | |||
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!Ability | |||
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|{{HeroIcon|icon=Abrams|2=Abram's}} | |||
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== Sources == | == Sources == |
Revision as of 14:18, 17 January 2025
Weapon Damage is a stat that increases Bullet Damage, Light Melee Damage, and Heavy Melee Damage.
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. Seven receives reduced incoming headshot damage, as do
Mo & Krill, who have a separate hitbox for each of Mo and Krill's heads.
Several items have effects that proc on headshots, such as Headshot Booster,
Headhunter, and
Crippling Headshot.
Math
The formula for weapon damage is:
where:
Weapon Damage Formula
The formula for calculating weapon damage is:
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 power level. All heroes gain power levels at the same soul milestones.
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
Flat Weapon Damage
An extra amount of damage obtained through the use of second skills 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
Some sources of Flat Weapon Damage are:
Hero | Ability |
---|---|
![]() |
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Sources
All weapon items implicitly provide weapon damage based on tier, represented as "Shop Bonuses" in the ingame stats calculation. Tier 1 items provide +6%, Tier 2 items provide +10%, Tier 3 items provide +14%, and Tier 4 items provide +18%. The following items explicitly grant increased weapon damage:
Name | ![]() | Category | Stat change |
---|---|---|---|
![]() | 500 | Weapon | +12% Weapon Damage |
![]() | 500 | Weapon | +22% Weapon Damage |
![]() | 500 | Weapon | +11% Weapon Damage |
![]() | 500 | Weapon | +20% Weapon Damage |
![]() | 500 | Weapon | +3% Weapon Damage |
![]() | 1,250 | Weapon | +10% Weapon Damage |
![]() | 1,250 | Weapon | +10% Weapon Damage |
![]() | 1,250 | Weapon | +30% Weapon Damage |
![]() | 1,250 | Weapon | +10% Weapon Damage |
![]() | 1,250 | Weapon | +12% Weapon Damage |
![]() | 1,250 | Weapon | +16% Weapon Damage |
![]() | 1,250 | Weapon | +7% Weapon Damage |
![]() | 3,000 | Weapon | +14% Weapon Damage |
![]() | 3,000 | Weapon | +14% Weapon Damage |
![]() | 3,000 | Weapon | +20% Weapon Damage |
![]() | 3,000 | Weapon | +20% Weapon Damage |
![]() | 3,500 | Weapon | +15% Weapon Damage |
![]() | 3,500 | Weapon | +45% Weapon Damage |
![]() | 3,500 | Weapon | +25% Weapon Damage |
![]() | 3,500 | Weapon | +18% Weapon Damage |
![]() | 4,250 | Weapon | +20% Weapon Damage |
![]() | 4,250 | Weapon | +70% Weapon Damage |
![]() | 4,250 | Weapon | +12% Weapon Damage |
![]() | 6,000 | Weapon | +20% Weapon Damage |
![]() | 6,000 | Weapon | +20% Weapon Damage |
![]() | 6,000 | Weapon | +25% Weapon Damage |
![]() | 7,250 | Weapon | +70% Weapon Damage |
![]() | 500 | Vitality | +7% Weapon Damage |
![]() | 500 | Vitality | +4% Weapon Damage |
![]() | 1,250 | Vitality | +6% Weapon Damage |
![]() | 1,250 | Vitality | +22% Weapon Damage |
![]() | 1,250 | Vitality | +8% Weapon Damage |
![]() | 1,750 | Vitality | +12% Weapon Damage |
![]() | 3,500 | Vitality | +27% Weapon Damage |
![]() | 4,250 | Vitality | +20% Weapon Damage |
![]() | 4,250 | Vitality | +10% Weapon Damage |
![]() | 6,000 | Vitality | +20% Weapon Damage |
![]() | 6,000 | Vitality | +25% Weapon Damage |
![]() | 6,000 | Vitality | +30% Weapon Damage |
![]() | 6,000 | Vitality | +15% Weapon Damage |
![]() | 6,000 | Vitality | +15% Weapon Damage |
![]() | 7,250 | Vitality | +20% Weapon Damage |
![]() | 500 | Spirit | +6% Weapon Damage |
![]() | 500 | Spirit | +6% Weapon Damage |
![]() | 1,250 | Spirit | +8% Weapon Damage |
![]() | 3,500 | Spirit | +8% Weapon Damage |
![]() | 3,500 | Spirit | +18% Weapon Damage |
![]() | 4,250 | Spirit | +15% Weapon Damage |
![]() | 6,000 | Spirit | +20% Weapon Damage |
![]() | 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 100 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.
Map spawns
- Golden Statues can provide a permanent increase: +3% Weapon Damage before 10 minutes, or +4% Weapon Damage before 30 minutes, or +7% Weapon Damage after 30 minutes.
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