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Weapon Damage Calculation Edit

Weapon damage is calculated in three parts.

First, the base damage calculation is determined. This is the base damage of the weapon, multiplied by 2x for headshots (double damage) and .5 for limbs (half the damage). Only bullet-based weapons can deal head or limb damage. Lennox and Blitz Markov calculate their multipliers here instead of head or limb damage. The result is the modified base damage.

Second, additional multipliers are calculated based on the base damage. These bonuses are cumulative but not multiplicative - they modify only the base damage calculated in step one.

  • Cabot's damage amplifier adds 1x modified base damage.
  • Val's weak spots add .9 modified base damage.
  • Lazarus and Torvald's weak spots add .5 modified base damage.

Weak points can only be hit by bullet based weapons, and can't be hit by weak point weapons, Cabot's railgun, or Griffin's harpoon.

Finally, an evolving monster adds 1.25 to the base damage of the hit, unaffected by any other calculations.

An easy way to think of this is that all unassisted damage comes first, followed by support and medic bonuses.

Example: Lennox hits a Goliath who is entering his evolve animation four times, and Cabot turns his amp on. Lennox's damage is 90, so with her 4x multiplier, her modified base damage is 360. Cabot adds a 2x to that, so her new damage is 720. With the extra .25 to her original base damage from the monster evolving, Lennox does a whopping 9x, or 810 damage total - one of the hardest hits in the game.

Example 2: Markov is shooting a Behemoth in the back with an assault rifle while Lazarus adds weak points and Cabot amps. Markov's base damage is 21 per shot, so when he hits Behemoth's armor plating, the modified base damage is 10.5. Cabot adds his 2x, bringing it back up to 21, and Lazarus adds another .5, making the total damage per hit 25.25 - only a slight increase in Markov's base DPS. If Laz, Markov and Cabot focus on the Behemoths intestines instead, Markov will instead deal 42 (modified base) + 42 + 21, or 105 damage per hit.

Stats Edit

Name DPS DPS2 Per

Shot

Crit

Point

Head /Limb Range Spread RPM Reload Capacity Special
Lightning Gun 150 55.6 30 No No 25 18°/28° 300 7.5+1 5s Chains to all targets within 10m
Tesla Gun 75 86.5 15 No No 25 18°/28° 300 6+1 6.5s +100% damage every 1.5s (4x max)
Flamethrower 160 32 No No 15 1 300 3.3 6s 6 second fire DOT (20/s)
Combat Shotgun 186.6 128 112 Yes Yes 10 100 2.75 10x8 n/a
Super Combat Shotgun 336 224.7 112 Yes Yes 10 180 1.65 10x8 n/a
Autofire Shotgun 440 165 66 Yes Yes 7 400 2 8x6 n/a
Plasma Lance* 75 300 90 No No 10 0 50 1.2 +100% damage consecutive hit in 3s (4x)
Assault Rifle 168 122.2 21 Yes Yes 1.1-4 480 2.25 48 n/a
Blitz Assault Rifle 171 99.4 19 Yes Yes 1.1-4 540 2 25 n/a
Minigun 166.6 134 25 Yes Yes 1-6 400 2.93 80 n/a
Multi-Fire Rocket Launcher 150 82.6 90 No No 1-2 100 2.45 5 Splash 4m-7m
Super Rocket Launcher 270 143.5 90 Yes Yes 1-2 180 1.47 5 Splash 4m-7m
Mortar Cannon 900 128.6 180 No No 60 5 300 6 5 Arms at 10m.

Splash 4m-8m

Autocannon 225 187.5 45 Yes Yes 1-6 300 4 100 n/a
Laser Cutter 192 122.1 32 Yes Yes 0 360 2+1+.34 35 n/a
Tech Laser Cutter 186 107 31 Yes Yes 0 360 1+1+.34 19 n/a
Laser Guided Missile Launcher 113.3 64.9 85 No No 0 80 2.8 5 Missiles lock to laser
Rail Cannon 250.0 60.6 100 No Yes 0 150 1.25 1 Conical explosion through terrain
Mini-Nuke Launcher 583.3 85.4 175 No No 0 200 1.75 1 4m detonation

explosive

Orbital Barrage 65.4 360 No No 10 60+.5 11 100m targeted drop.
Orbital Drill 250 31.1 No No 30 0 70+.5 10 4 meter radius
Sentry Gun 90 86.53 18 Yes Yes 30 300 4 500 Cannot go over 9000
Silenced Sniper Rifle 200 95.2 30 No Yes 400 1.65 10 1.5x weak point for 10 seconds
Armor-Piercing Sniper Rifle 140 82.35 140 No Yes 240 1.45 1 1.9x weak spot
Semi-Automatic Sniper Rifle 333.33 110.6 80 Yes Yes 250 1.45 3
Napalm Grenade 56.25 29 45 No No 4 75 3 4
Leech Gun 196 113.5 56 Yes Yes 210 1.66 8x8
Replay Cannon Tracker 90 60 45 Yes Yes 120 2 8 Auto-homes rockets
Replay Cannon Missiles 105 66.3 45 No No 140 2 8
Poison Dart Gun 67.5 119.73 180 No No 100 2.71 3 Poison 8 seconds (22 tick)
Medgun 175 69.375 No No 5.5+1 11.1 Heal
Healing Grenade 156.25 80.6 125 No No 75 3 4 Heal
Machine Pistol 205 128.3 20 Yes Yes 615 1.75 30
Burst Pistol 20 Yes Yes 900 1.75 20 5x6 damage over 2 seconds
Gauss SMG 187.5 136.8 25 Yes Yes 450 1.78 36
Custom Shotgun 586.66 197 88 Yes Yes 400 2.25 6x8
Kinetic Long Rifle 443.3 161.5 70 Yes Yes 380 1.65 6
Charged Kinetic Shot 120 Yes Yes 1.65 6 Armor Piercing
2x Dual Pistol 226.7 123.6 34 Yes Yes 400 1.5 12
Harpoon Gun 150 42.8 150 No Yes 41 0 3.5 1 Stops traversal, halves movement abilities
Survey Satellite 500 675 No No 100 60 1 Finds monster once
Arc Mine 675 675 No No 7 4.9 80 2.0+5 3 Mine
Tesla Mine 350 145.8 350 No No 7 4.9 80 2.0+4 +200 damage each 4 seconds (4x)
Shrapnel Grenade 20 18 20 No No 8 1.11s 1 2-10 1.5x weak points for 15 seconds
Thunder Strike 600 33.3 600 No No 6.5 18 1 Traversal
Siren Missiles 70 No No 0 150 1.61 5
Siren Mine 125 No No 0 150 1.61 6
Armor Reducer 50 10 No No 35 15-25 360 2+15 5.5s

*Lennox's Plasma Lance reload includes the entire animation cycle (arming and swinging) It reloads faster after a miss, making a .8s animation cycle at 75 rounds per second. Her Adjusted DPS is the straight 4x value, as there is no adequate way to express her average damage in ideal circumstances save as a function logarithmically approaching that value.

  • *DPS: Damage Per Second under ideal circumstances, calculated without reloads. Equation: (damage*rounds per minute/60) For single shot weapons, DPS = damage for easy comparison. This is the ideal damage a weapon would deal if it fired continuously without reloads. This is a decent indicator of burst damage for any weapon that fires quickly for at least a second, but does not take into account reloads, limb damage, spread, weapon switching or perks.
  • *DPS2: Adjusted Damage Per Second under ideal circumstances, calculated with reload. Equation:  (Damage * capacity)/((60/rounds per minute * capacity) + Reload Time + Delay). This is a decent indicator of damage over time for any weapon that fires quickly, but does not take into account limb damage, spread, weapon switching or perks.
    • Example 1: Markov fires 48 assault rounds at 21 damage per round, dealing 1008 damage. At his fire rate, this takes 6 seconds, plus another 2.25 to reload. Hence, the assault rifles adjusted DPS is 1008/8.25 = about 122.2. Surprisingly, this is substantially higher than Markov's Lightning Gun, assuming every bullet hits the chest - however, the burst damage is very comparable, so switching may optimize DPS.
    • Example 2: Blitz Markov fires his gun for all four stages, dealing (75*1.5s)+(150*1.5s)+(225*1.5s)+(300*2s) Total Damage. This takes 6.5 seconds, plus another 7 seconds to charge back to 100%. Total Damage/13.5 = 86.5 damage. With the capacity perk, Markov will have higher damage for longer and his adjusted DPS will go up.
    • RPM: Round Per Minute
  • Since it's very easy to hit limbs, weapons that are affected by limb shots often do less average damage over time. On the flip side, headshots with high damage bullet weapons are extremely powerful.

DPS Comparison - Perks Edit

Name DPS DPS2 DPS(Damage) DPS2 (Damage) DPS2 (Capacity) DPS2 (Reload)
Lightning Gun 150.0 55.6 165 61.1 67.7 64.5
2x Dual Pistol 226.7 123.6 249.3 136 142.7 139.5
Armor-Piercing

Sniper Rifle

560.0 82.4 616 90.6 82.4 104.7
Assault Rifle 168.0 122.2 184.8 134.4 132.4 131.1
Autocannon 225.0 187.5 247.5 206.3 196.9 195.7
Autofire Shotgun 440.0 165 484 181.5 198.9 195.6
Blitz Assault Rifle 171.0 99.4 188.1 109.4 112.9 111
Burst Pistol 300.0 129.7 330 142.7 154.8 151.2
Combat Shotgun 186.7 128 205.3 140.8 140.6 138.9
Custom Shotgun 586.7 167.6 645.3 184.4 204.1 204.1
Flamethrower 160.0 137.3 176 151.1 143.1 142.4
Gauss SMG 187.5 136.8 206.3 150.5 148 146.7
Healing

Grenade

156.3 80.6 171.9 88.7 96.2 91.7
Kinetic Long Rifle 443.3 161.7 487.7 177.9 192.2 192.2
Laser Cutter 192.0 122.1 211.2 134.3 136.3 129.1
Laser Guided Missile Launcher 113.3 64.9 124.7 71.4 73.9 72.6
Leech

Gun

196 113.5 215.6 124.9 128.3 126.9
Lightning Gun 150.0 105.3 165 115.8 115.1 112.7
Machine Pistol 205.0 128.3 225.5 141.1 143.6 141.5
Mini-Nuke Launcher 583.3 85.4 641.7 93.9 85.4 108.5
Minigun 166.7 134 183.3 147.4 141.9 140.9
Mortar Cannon 900.0 128.6 990 141.4 170.3 163.6
Multi-Fire Rocket Launcher 150.0 82.6 165 90.8 94.7 93
Napalm

Grenade

56.3 29 61.9 31.9 34.6 33
Plasma Lance* 75 83.3 75 100
Poison

Dart Gun

300.0 119.7 330 131.7 140.9 140.9
Rail Cannon 250.0 60.6 275 66.7 60.6 74.8
Replay

Cannon Missiles

114.3 72.2 125.8 79.4 80.3 79.5
Replay Cannon Tracker 130.0 86.7 143 95.3 95.3 94.5
Semi-Automatic Sniper Rifle 333.3 110.6 366.7 121.7 132.8 132.8
Sentry Gun 90.0 86.5 99 95.2 87.5 87.4
Silenced Sniper Rifle 200.0 95.2 220 104.8 112 109.6
Super

Combat Shotgun

336.0 224.7 369.6 247.2 248.2 245
Super Rocket Launcher 270.0 143.5 297 157.8 165.6 162.5
Tech Laser Cutter 186.0 107 204.6 117.7 122.4 112
Tesla Gun 75.0 86.5 82.5 95.2 119.8 97.8
Thunder Strike 600.0 31.6 660 34.7 31.6 41.4

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