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Weapon Damage

From The Deadlock Wiki

Weapon Damage is a stat that increases Bullet Damage, Light Melee Damage, and Heavy Melee Damage.

Video explaining Weapon 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 an increase in Weapon Damage based on the player's total investment in the category.

Souls Weapon Damage Increases
Souls800 +7%
Souls1,600 +9%
Souls2,400 +13%
Souls3,200 +20%
Souls4,800 +29%
Souls7,200 +40%
Souls9,600 +58%
Souls16,000 +72%
Souls22,400 +83%
Souls28,800 +93%

The following items grant increased weapon damage:

List of items
NameSoulsCostCategoryStat change
Close Quarters800 Weapon+20% Weapon Damage
Restorative Shot800 Weapon+6% Weapon Damage
Extended Magazine1,600 Weapon+6% Weapon Damage
Long Range1,600 Weapon+40% Weapon Damage
Titanic Magazine1,600 Weapon+12% Weapon Damage
Escalating Resilience3,200 Weapon+15% Weapon Damage
Headhunter3,200 Weapon+5% Weapon Damage
Hollow Point3,200 Weapon+35% Weapon Damage
Point Blank3,200 Weapon+50% Weapon Damage
Sharpshooter3,200 Weapon+70% Weapon Damage
Weighted Shots3,200 Weapon+30% Weapon Damage
Glass Cannon6,400 Weapon+80% Weapon Damage
Battle Vest1,600 Vitality+15% Weapon Damage
Colossus6,400 Vitality+15% Weapon Damage
Inhibitor6,400 Vitality+15% Weapon Damage
Leech6,400 Vitality+12% Weapon Damage
Phantom Strike6,400 Vitality+15% Weapon Damage
Siphon Bullets6,400 Vitality+15% Weapon Damage
Curse6,400 Spirit+20% 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.
  • Opening Rounds additionally increases Weapon Damage by +40% 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
Abrams Shoulder Charge +5.5 Weapon Damage for 8s after colliding with an enemy
Grey Talon Rain of Arrows +4 Weapon Damage While airborne, +5 Weapon Damage and weapon damage applies 40% movement slow for 1.5s
Lash Grapple +20m Cast Range and gain +6 Weapon Damage for 10s (Able to stack)
Pocket Flying Cloak +7 Weapon Damage for 10s after teleporting with Flying Cloak.
Yamato 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
Bebop 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:

  • Base Bullet Damage
  • Weapon Damage
  • Damage Bonus
  • Flat Weapon Damage


Damage Falloff does not affect the Weapon Damage done by Hollidays third ability Crackshot.

Bullet Resistance and Reduction[edit | edit source]

Main article: Damage Resistance

Bullet Resist is a defensive stat that reduces incoming bullet damage. It is countered by Bullet Resist Reduction, an offensive stat that lowers the target's resistance, making them take more damage.

The final damage modification is determined by subtracting the attacker's total Bullet Resist Reduction from the target's total Bullet Resist.

Stacking Calculation[edit | edit source]

While items may show additive numbers (e.g., +15%), multiple sources of the same stat do not add together. Instead, both Bullet Resist and Bullet Resist Reduction are calculated independently using a multiplicative formula that provides diminishing returns.

The formula to find the total for each stat is: Total=1i=1n(1pi)

Where pi is each percentage source of the stat as a decimal.

For example, a player is attacked while having two sources of Bullet Resist:

And the attacker has one source of Bullet Resist Reduction:

First, calculate the player's total Bullet Resist: 1((10.40)*(10.15))=1(0.6*0.85)=10.51=0.4949%

The attacker's total Bullet Resist Reduction is simply 24%, as there is only one source.

Finally, subtract the reduction from the resistance to find the result: 49%24%=25%

The target has a final effective Bullet Resist of 25% against this attack.

Final Damage Taken[edit | edit source]

The final resistance value modifies the total damage taken.

  • A positive value reduces damage. A 25% final resist means the target takes 75% of the incoming damage.
  • A negative value increases damage. A -25% final resist means the target takes 125% of the incoming damage.

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
Bebop Grapple Arm Bebop deals 30% more weapon damage against hooked enemies for 10s
Dynamo Kinetic Pulse Dynamo deals 30% more Weapon Damage to hit enemies for 8s
Grey Talon Spirit Snare Grey Talon deals +30% more Bullet Damage to enemies hit by Spirit Snare for 10s
Warden 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 Bonus Scale is a stat that increases or decreases critical damage dealt by the player.

  • Kelvin's weapon has -20% Crit Bonus Scale.
  • Vyper's weapon has -30% Crit Bonus Scale.

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
Abrams Case Closed 9 Semi-Fixed
Calico Sweetest Lie 8 Fixed
Mo & Krill Yellow Canary 4 Semi-Fixed
Shiv Busted Flush 6 (Primary)
12 (Alternate)
Random
Yamato Sister's Lament 5 Semi-Fixed
Pocket The Black Sheep 7 Fixed

References[edit | edit source]