Weapon Damage: Difference between revisions
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|{{Hero Icon List|Mo & Krill=true}} | |{{Hero Icon List|Mo & Krill=true}} | ||
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|6 (Fire) | |||
12 (Alt-Fire) | |||
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{{Stat navbox}} | {{Stat navbox}} |
Revision as of 16:15, 18 January 2025
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:
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:
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:
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 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 | 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
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 | 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 the types of damage listed so far, these being:
- Base Bullet Damage
- Weapon Damage
- Damage Bonus
- Flat Weapon Damage
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:
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:
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 | 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 | ||||
Flying Cloak | Warden deals +20% more Bullet Damage to trapped Heroes for 6s |
Crit Multiplier
Formula
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
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 Spredshots 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 |
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