Borderlands how is damage calculated




















Weapon or skill critical hit bonuses do not increase this any further. Source: Borderlands wiki, "Critical Hit Borderlands 2 " article. Skip to content borderlands-2 In Borderlands 1 , critical hit damage was based on a weapon's critical hit modifer which was sometimes hidden and "how critical" the hit was. Does the same apply to Borderlands 2?

Borderlands 3 continues with the same damage types as the Pre-Sequel , and adds radiation damage. Non-elemental weapons simply inflict the base damage listed on the weapon's item card. An elemental gun will first inflict the listed base damage of the gun, modifying that damage by the element's effectiveness against the target type, then possibly damage the target again with a separate burst of elemental damage.

Most elemental weapons have reduced base damage. Armor reduces damage taken by a multiplicative factor. The degree of damage reduction depends on the body part hit and the degree of armor at that part.

All armored enemies have some vulnerable point, and most can be stunned or goaded into revealing that vulnerable point in some fashion. Critical hits further increase the damage inflicted on the enemy. Different enemies will offer different targets e.

The bonus can be further enhanced by weapon properties e. Jakobs Unforgiven or Jakobs Bessie and skills e. Debuff skills are present on everyone but FL4K and furthermore everyone can access it through Harmaggedon. Bonus elements can be added to our weapons in a variety of ways.

However there are bonus elements provided by certain skills and there are also gun anoints that give a bonus element. The order of multiplication of the different multipliers should make no difference to the final damage. Those with mathematical knowledge will recognize that this is due to multiplication being commutative. With that said lets start on the pipeline.

This phase has to do with your active bonuses when you pull the trigger. The bonus calculated here are. This is for simplicity and due to the games calculations not appearing to be able to differentiate them.

On impact is all the calculations that happen once the bullet impacts an enemy. This is where most of the calculations take place. Hold onto your hats people, things are about to get convoluted and confusing. Lets start with the general formula for both the impact and the sticky explosion. This has been known for awhile and was discussed in this thread. I have not tested Overkills interaction here, so its interaction is unknown for the Stickies.

This pretty well known territory. So lets get into how bonus are calculated when your damage changes between shooting and reloading, this is extremely common for Someone like Zane with Violent Momentum.

The calculation is actually a mix of the damage on reload and your damage when taking the shot. For on shot Modifiers like Gun damage a weighted average of the 2 is used, for On Impact modifiers only the damage from when you reloaded is relevant.

Fade aways crit bonus would need to be tested, however I would expect it to be affected by the weighting. Amp and Gun Damage are the most important modifiers here. For calculating this you can use:. Removed the Badass anoint from Misc Modifiers after further testing showed it to be a bonus kinetic element.

Especially since the manufacturer specific bonuses are always? I apologize if I missed this being covered in your post. Manufacturer damage in its current state is just straight inferior to Weapon Damage.

They are, but atleast Manufacturer crit bonuses are much bigger and justify being manufacturer limited. I just woke up, but it looks to me like Prismatic edited out a typo here. Its going to be double whatever your current fire rate is. Usually when Overkill is discussed, it just means the entire damage inflected onto an enemy which includes both the usual damage plus excess damage from previous kill plus a bunch of double-dipped modifiers.



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