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Video explaining
Weapon Damage
Base Weapon Properties
Base Bullet Damage
Base
Bullet Damage is the amount of damage your Hero deals with no items. This value is unique to each hero and increases automatically as you level up through Boons.
Spreadshots
Spreadshots allow certain weapons to fire multiple bullets at once (such as shotguns or shurikens). In these cases, all calculation rules apply to every individual bullet.
Drifter Is an exception to this, where the same amount of
bullet damage is dealt to a target regardless of how many pellets hit per shot.
Piercing shots
Paige‘s weapon’s shots pierce through enemies and can hit multiple enemies per projectile, disappearing only when they hit a map surface. However, they do not deal headshot bonus damage, but can proc headshot items.
The Doorman‘s weapon’s shots also pierce enemies. Unlike
Paige’s, they can deal headshot damage but deal half damage to all enemies hit after the first.
Melee Damage
Melee Damage scales with
Weapon Damage by 50%. However,
Melee Damage is not considered
Weapon Damage, thus effects that block
Weapon Damage such as
Metal Skin have no effect against melee unless noted otherwise.
Combat Modifiers
Damage Falloff
Damage Falloff reduces damage based on distance. All heroes have a
Falloff Range in which damage is linearly reduced from 100% to 10%.
When aiming at an enemy hero, a dot on their
health bar indicates the percentage of damage you deals:
| Dot Color | Damage Percentage |
|---|---|
| Red | 10% – 20% |
| Orange | 20% – 35% |
| Yellow | 35% – 75% |
| Transparent | 75% – 100% |
Crit Multiplier
Aiming for the head deals increased damage. Troopers, Guardians, and Heroes have a weakpoint hitbox that receives 1.65x
bullet damage when hit.
Crit Multiplier=1+[(0.65×Crit Bonus Scale)×Crit Resist]
The following heroes cannot deal critical damage:
Crit Bonus Scale is a stat that modifies critical damage for certain heroes.
Base Crit Bonus Scale Stats
| Hero | Crit Bonus Scale (%) |
|---|---|
Billy |
-20 |
Celeste |
-25 |
The Doorman |
-30 |
Drifter |
-45 |
Kelvin |
-25 |
Rem |
-20 |
Vyper |
-30 |
Abilities that can deal critical damage have different critical modifiers. This replaces the +65% multiplier of base weapons.
Ability Crit Damage Stats
| Hero | Ability | Crit Damage (%) |
|---|---|---|
Paradox |
Kinetic Carbine |
14 |
Venator |
Ira Domini |
30 |
Vindicta |
Assassinate |
20 |
Target Modifiers
Bullet Resistance
: Main article:
Damage Resistance
Incoming damage is reduced by the target’s
Bullet Resist and increased by the attacker’s
Bullet Resist Reduction. These stats
stack multiplicatively. For a detailed breakdown on how multiple items
stack, see the main page.
Increased Bullet Damage
Increased
Bullet Damage is a debuff inflicted on enemies. It multiplies the total amount of damage they take from you. Because this is applied at the end of the calculation, it also increases the effectiveness of your Flat
Weapon Damage.
Flat Weapon Damage
Flat
Weapon Damage is an extra amount of damage obtained through certain hero
abilities.
Flat
Weapon Damage is not increased by your "
Weapon Damage %" multiplier. It is an additive source added to your total after the percentage multiplier is applied to your base. However, it is still affected by Damage Falloff,
Bullet Resist, and Crit Multipliers.
Weapon Damage Formula
The final damage dealt by a bullet is determined by multiplying your base stats, your item bonuses, and various situational modifiers.
Final Damage=[(Base DMG×DMG Multiplier)+Flat Bonus]×Falloff×Resistances×Crit Multiplier
Weapon Damage Scaling
Some
abilities scale with
Weapon Damage.
For most
Weapon Damage
scaling
abilities, they only scale based on the "Bonus
Weapon Damage" stat, which is granted by items and Weapon shop investments (see list below). This includes
abilities such as
Venator‘s
Consecrating Grenade,
Gutshot and
Ira Domini.
Paradox‘s
Kinetic Carbine is an exception, since it scales with her Base
Weapon Damage (counting as a full burst shot), and thus increases with Boons.
Melee Damage
scaling
abilities also scale with
Weapon Damage, since
Melee Damage scales with
Weapon Damage (by 50%).
Sources
All weapon items provide an automatic increase in
Weapon Damage based on your total soul investment in that category:
| Souls invested | |
|---|---|
| 800 | +9% |
| 1,600 | +12% |
| 2,400 | +15% |
| 3,200 | +18% |
| 4,800 | +46% |
| 6,400 | +54% |
| 8,000 | +62% |
| 11,200 | +74% |
| 16,000 | +86% |
| 22,400 | +100% |
| 28,800 | +115% |
The following items grant increased
weapon damage:
Headshot Booster deals +45 bonus
Weapon Damage with headshots.
Monster Rounds increases
Weapon Damage against NPCs by +25%.
Berserker increases
Weapon Damage by +7% per
stack for sustaining damage.
Headhunter additionally deals +75 x4 bonus
Weapon Damage with headshots.
Intensifying Magazine increases
Weapon Damage to a maximum of 45% after continuously firing.
Opening Rounds increases
Weapon Damage by +25% against enemies above 50%
health.



