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=== Crit Resist ===
=== 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.{{Stat navbox}}
{{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 ==
{{Stat navbox}}

Revision as of 13:51, 18 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

The formula for calculating weapon damage is:

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

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:

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

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 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

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:

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

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.

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

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.

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 the types of damage listed so far, these being:

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:

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:

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:

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:

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 ammount 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
Flying Cloak Warden deals +20% more Bullet Damage to trapped Heroes for 6s

Crit Multiplier

Formula

CritMultiplier=Headshot*CritBonusScale*CritResist

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 Headshot Booster, Headhunter, and Crippling Headshot.

Crit Bonus Scale

Crit Resist

Seven receives reduced incoming headshot damage, as do Mo & Krill, who have a separate hitbox for each of Mo and Krill's heads.

Spreadshots