The game calculates your damage like this:
Base weapon damage (white number) * all weapon damage bonus (gear + shd + specialization+ brand set bonus capped at 145%).
This gives you a value (which should be in your stats as basic weapon damage).
Take this value, say 110k and you start multiplying it for all those multiplicative values.
Example: damage to armour 8%, you take 110k*8% and so on, perfect glass cannon, you take 110k*30%...
So you end up with a formula similar to 110 * 1.08 *1.3 ect
I think they do (110k * 1.08) + ((110k * 1.3) - 110k) otherwise my build would be pumping out close to a mil per bullet for my AR. Especially if calculated by adding the highest multiplier first.Originally Posted by Alex_the_1000 Go to original post
For example
100k * 8% = 108k
100k * 30% = 130k
Total = 138k
Because 110k * 1.08 * 1.3 = 154,440
Once you keep going that only gets worse. 15% behind cover, crits etc.
it does as i said.Originally Posted by StrangeX6 Go to original post
I have got an excel file which i wrote myself which is 100% accurate.
That s why you should always be using contractor gloves and fox prayer in any dps build..
Some talents though, like Vigilance only add 25% to the weapon damage and not to the whole formula like perfect glass cannon.
While intimidate does not amplify but only add 15%.
@Alex_the_1000: I did an excel formula and it's slightly off, wondering if yours is exactly right can you please share?
For my calcs I did base damage which works exactly as reported in-game (wpn damage = wpn bonus on the wpn itself + red core + watch 10% + specialist pts 15% + brand bonus 10%)... this part is exactly right.
For actual bullet damage I did: final dmg = ((wpn damage * 1+chd) * (1+dta+dtooc))*amp
But for example, my formula gives slightly different numbers than observed at range:
calculated observed
body 126,364.16 126,687
body crit 304,537.64 305,316
Here's the sheet: https://docs.google.com/spreadsheets...it?usp=sharing
Any chance you can share your formula if it's getting exactly the right #s?
I'll give it my shot.
Say you have two boosts of 10% and 15%. In the case that they are both additive, they would be added together to make 25% and you get a 25% increase. So if you had a damage number of 100, this would boost it to 125. 100 * (1 + .10 + .15) = 125.
If both of these were multiplicative, the boosts are applied in a multiplicative fashion to the damage number, 100 * 1.10 * 1.15 = 126.5.
So in the additive case, you get 125 and in the multiplicative case you get 126.5.
If you had additive and multiplicative boosts, the additive calculation is done first, then the multiplicative calculation is done against that value.
This is how I understand it and I got it from here. https://www.youtube.com/watch?v=iPZ_...ature=youtu.be. I haven't seen a simpler explanation of it.