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FL4K Damage Formula Guide

This is a breakdown of FL4K’s Damage Formula, from Weapons to Action Skills, Pets, and other interactions!

No Guardian Rank, no anointments, no class mod/shield/artifact stat boosts. Basically skills and class mod special effects only.

Final Damage Output = Base Damage x Gun Damage x V1 x V2 x Elemental Multiplier x Crit

V1 and V2 are just made-up naming schemes originally used in Demonite’s FL4K video. Skill tree-wise, V1 is quite unique to FL4K compared to other Vault Hunters, and a general boost that increases all damage dealt from any source. V2 has both general boosts and specific boosts (like weapon-type boosts).

Base Damage = Original weapon hit damage, which may or may not match weapon card damage, depending on the weapon’s effects. Can be basically any number depending on what you intend to test.

Elemental Multiplier = ElementalDamageMultiplier x (1 + ArtifactElementalDmg + IntStalkerCorrosive + ScorcherAnt)

Crit = 2 x [(1 + SniperBonus) x (1 + WeaponCardBonus) x (1 + ManufacturerBonus) x (1 + AmbushPredator + DangerousGame + GalacticShadow + GunslingerJabber) + (Fade/Guerillas + UnblinkingEye) + (HuntersEyeHuman)

Crit has what are called “[color=paleturquoise]Post Add[/color]” bonuses. These are additive bonuses to the main Critical hit formula, and on this base formula they appear in the form of Fade Away and Hunter’s Eye Human Crit Bonus.

Includes Guardian Rank, anointments and other boosts.

Final Damage Output = Base Damage x Gun Damage x V1 x V2 x Pearl Stacks x Splash x Slide/Airborne Damage Anoints x Elemental Multiplier x Crit x Guardian Rank Gun Damage x Amp Shield x Harmageddon

  • It’s unknown if Slide/Airborne Damage anointments are additive to each other, but since they can’t be used together anyway (as of now at least), they’ll be displayed like that for ease of use.
  • The “Rakk Attack 100%” Anointment is referred to as “Rakk Slag” in this.
  • The “300% vs. above 90% HP” Anointment is referred to as “High Health Breaker” in this.
  • Pearl Of Ineffable Knowledge appears in both Gun Damage and on its own section. The Gun Damage from it is the final 90% Boost that you get by achieving maximum stacks. The stacks are their own Pearl Stacks section and currently act as purely multiplicative, as far as testing went.
  • Base Damage = Original weapon hit damage, which may or may not match weapon card damage, depending on the weapon’s effects. Can be basically any number depending on what you intend to test.
  • PearlFinalBoost is the 90% boost you get at max Pearl Stacks. This boost, while implied otherwise in its description, is Gun Damage.
  • Pearl Stacks are multiplicative to each other, and end up as 1.01^15 = 1.1609 (16.09%).

Slide/Airborne Damage Anoints = (1 + WhileSliding/AirborneDmgAnoint)

Elemental Multiplier = ElementalDamageMultiplier x (1 + ArtifactElementalDmg + IntStalkerCorrosive + ScorcherAnt + GRank Elemental + OldGod)

Crit = 2 x [(1 + SniperBonus) x (1 + WeaponCardBonus) x (1 + ManufacturerBonus) x (1 + AmbushPredator + DangerousGame + GalacticShadow + GunslingerJabber + ClassMod + GRankCrit + GenericCritAnoint) x (AirborneCritAnoint)] + (Fade/Guerillas + UnblinkingEye) + (HuntersEyeHuman) + (RakkCritAnoint)

  • Crit has what are called “Post Add” bonuses. These are additive bonuses to the main crit formula, and on this general formula they appear in the form of Fade Away’s Crit Damage, Hunter’s Eye Human Crit Bonus and Rakk Attack Crit Anointment.
  • Each unique status instance is an additional + 0.05, which goes up to 0.20 for a x1.20 multiplier.

 

CRITICAL HIT

The Crit section has some specific values that are not known at a glance, alongside some other things like the already mentioned Post Add boosts. Here’s a quick breakdown of the general formula:

Crit = 2 x [(1 + SniperBonus) x (1 + WeaponCardBonus) x (1 + ManufacturerBonus) x (1 + AmbushPredator + DangerousGame + GalacticShadow + GunslingerJabber + ClassMod + GRankCrit + GenericCritAnoint) x (AirborneCritAnoint)] + (Fade/Guerillas + UnblinkingEye) + (HuntersEyeHuman) + (RakkCritAnoint)

  • SniperBonus = 20% for all Sniper Rifles of any manufacturer.
  • WeaponCardBonus = The critical hit bonus listed on a weapon’s card.
  • ManufacturerBonus = Hidden manufacturer specific boost. 5% for Hyperion, 10% for Jakobs (any of their weapons).
  • Hunter’s Eye is actually 6% Post Add crit per point up to 30%, unlike the 15% the card states. This is because the card tries to represent its effective formula value as a “real” crit on the section that has Skills and other boosts:
    • Damage x [2 x [(RestOfCritFormula) x (1 + 0.15 + CritBoosts)] = 2.30

    But the reality is:

    • Damage x [2 x [(RestOfCritFormula)] + 0.30] = 2.30

Post Add crit bonuses are referred to like that because of how they behave in regards to the formula. 


FL4K has some “fake” crit bonuses that are added when hitting a crit spot but are not part of the main crit formula. Their damage is based on NormalDMG alone, ignoring other crit bonuses like the ×2 crit base, sniper bonus, weapon crit bonus or anything else in the formulas above. These bonuses are Fade Away, Hunter’s Eye (against humans) and the +100% crit after Rakk Attack anointment. They can be thought of as added after the regular crit calculation, hence “PostAdd”. – DocStrangelove

 

FADE AWAY, BODYSHOTS AND CRITS

Fade Away hits are considered a crit for practical effects, like skills and weapons that depend or have features related to crit. Damage-wise, though, they are closer to a “fake” or pseudo-crit, not an “automatic true crit”. This means you still get more damage by hitting the enemy’s weak points. Here’s how Fade Away behaves on Bodyshots and weak point hits:

  • The Base/General Formula is simplified as “Damage” and “RestOfCritFormula” here.

Fade Away Non-weak point hit = Damage x 1 + Fade/Guerrillas + UnblinkingEye

Fade Away Weak point Hit = Damage x 2 x (RestOfCritFormula) + (Fade/Guerrillas + UnblinkingEye)

Fade Away Bodyshots simply get the Fade Bonus on top of the Damage, without receiving any other form of crit boost.

A Weak point Hit gives you the “true” crit damage alongside Fade Away damage. This also means Megavore can proc on Fade Away bodyshots. The Fade Away boost has a varying degree of diminishing returns with the crit formula, due to its high value and how it is applied as a Post Add bonus.

Another way to represent a Fade Away Weak point hit is:

Fade Away Weak point Hit = Damage x 2 x (RestOfCritFormula) + Damage x (Fade/Guerrillas + UnblinkingEye)

This basically represents Fade Away adding a % of bodyshot damage as damage to your overall shot.

 

CRIT AND BASE CALCULATION EXAMPLE

Let’s assume we have a Kinetic Jakobs Sniper with the following stats:

  • 1000 Base Damage
  • 30% Weapon Card Crit
  • Being Jakobs, the weapon has an innate 10% Crit Boost
  • Being a Sniper, the weapon has an innate 20% Crit Boost

And that our build has:

  • 25% Weapon Damage from The Fast And The Furryous
  • 50% V1 from The Power Inside
  • 35% V2 from DE4DEYE
  • 10% Elemental Damage from Scorcher Spiderant
  • 15% Crit from Galactic Shadow
  • 30% Post Add Crit Hunter’s Eye vs. Human bonus
  • 275% Post Add Crit: Base Fade and 1 Stack of Unblinking Eye
  • Guardian RankOff
  • Target is a human
  • No Hunt Power boosts (would affect Hunter’s Eye in this case)
  • We’ll be ignoring the elemental multipliers (vs. Flesh, Armor and Shield) and assume neutrality for the sake of finding our final multiplier. That, or you can just assume this is Kinetic vs. Flesh , which would be neutral anyway.

This grants us the following final formula that we’ll use for the examples:

Final Damage Output = Base Damage x color=steelblue[/color] x color=Goldenrod[/color] x color=coral[/color] x color=turquoise[/color] x [color=lightcoral]2 x [(1 + SniperBonus) x (1 + WeaponCardBonus) x (1 + ManufacturerInnateBonus) x (1 + GalacticShadow)][/color] [color=paleturquoise]+ (Fade + UnblinkingEye) + (HuntersEyeHuman)

 

Weak point hit/Megavore proc without Fade Away:

Final Damage Output = 1000 x color=steelblue[/color] x color=Goldenrod[/color] x color=coral[/color] x color=turquoise[/color] x [color=lightcoral]2 x [(1 + 0.20) x (1 + 0.30) x (1 + 0.10) x (1 + 0.15)][/color][color=paleturquoise] + 0.30

Final Damage Output = 1000 x [color=steelblue]1.25[/color] x [color=Goldenrod]1.50[/color] x [color=coral]1.35[/color] x [color=turquoise]1.10[/color] x [color=lightcoral]2 x [1.20 x 1.30 x 1.10 x 1.15][/color][color=paleturquoise] + 0.30

Final Damage Output = 1000 x [color=steelblue]1.25[/color] x [color=Goldenrod]1.50[/color] x [color=coral]1.35[/color] x [color=turquoise]1.10[/color] x 4.2468

Final Damage Output = 11824.68375

 

Weak point hit/Megavore proc with Fade Away:

Final Damage Output = 1000 x color=steelblue[/color] x color=Goldenrod[/color] x color=coral[/color] x color=turquoise[/color] x [color=lightcoral]2 x [(1 + 0.20) x (1 + 0.30) x (1 + 0.10) x (1 + 0.15)][/color][color=paleturquoise] + 2.75 + 0.30[/color]]

Final Damage Output = 1000 x [color=steelblue]1.25[/color] x [color=Goldenrod]1.50[/color] x [color=coral]1.35[/color] x [color=turquoise]1.10[/color] x [color=lightcoral]2 x [1.20 x 1.30 x 1.10 x 1.15][/color][color=paleturquoise] + 2.75 + 0.30

Final Damage Output = 1000 x [color=steelblue]1.25[/color] x [color=Goldenrod]1.50[/color] x [color=coral]1.35[/color] x [color=turquoise]1.10[/color] x 6.9968

Final Damage Output = 19481.715

 

Non-weak point hit with Fade Away:

Non-weak point hits with Fade Away don’t get anything fro mthe actual main crit formula. That leaves us with a diferent base formula:

Final Damage Output = Base Damage x color=steelblue[/color] x color=Goldenrod[/color] x color=coral[/color] x color=turquoise[/color] x color=paleturquoise[/color]

It then translates into:

Final Damage Output = 1000 x color=steelblue[/color] x color=Goldenrod[/color] x color=coral[/color] x color=turquoise[/color] x color=paleturquoise[/color]

Final Damage Output = 1000 x [color=steelblue]1.25[/color] x [color=Goldenrod]1.50[/color] x [color=coral]1.35[/color] x [color=turquoise]1.10[/color] x [color=paleturquoise]3.75[/color]

Final Damage Output = 10441.40625

 

GRENADE/SHIELD BONUS ELEMENT ON WEAPON

Receives no [color=lightpink]Splash[/color] or Weapon Type Damage boosts

Final Damage Output = %BonusElement x [color=steelblue]Gun Damage[/color] x [color=Goldenrod]V1[/color] x [color=coral]V2[/color] x [color=lightgreen]Pearl Stacks[/color] x Slide/Airborne Damage Anoints x [color=turquoise]Elemental Multiplier[/color] x Crit x [color=beige]Guardian Rank Gun Damage[/color] x [color=Fuchsia]Amp Shield[/color] x [color=FF0040]Harmageddon[/color]

[color=coral]V2[/color] = color=coral[/color]

[color=lightpink]Splash[/color] = None.

  • Follows the General Formula except for: receives no [color=lightpink]Splash[/color] Multipliers and no [color=coral]Weapon Type Boosts[/color] on [color=coral]V2[/color]. These anointments are the 50% Bonus Element for 10s that can spawn on Shields and Grenades.

On non-weak point hits, this damage can independently crit via Megavore. Each instance of bonus element has its own 20% chance at a Megavore proc. Leave No Trace and Head Count will only trigger on crits coming from the main damage of the gun.

When hitting a weak point, both the main damage and any bonus elements will crit. Fade Away crits apply correctly to this damage, and works in accordance to what is described in the Fade Away section.

 

WEAPON BONUS ELEMENT ON WEAPON

Receives no [color=lightpink]Splash[/color] Damage boosts

Final Damage Output = %WeaponBonusElement x [color=steelblue]Gun Damage[/color] x [color=Goldenrod]V1[/color] x [color=coral]V2[/color] x [color=lightgreen]Pearl Stacks[/color] x Slide/Airborne Damage Anoints x [color=turquoise]Elemental Multiplier[/color] x Crit x [color=beige]Guardian Rank Gun Damage[/color] x [color=Fuchsia]Amp Shield[/color] x [color=FF0040]Harmageddon[/color]

Follows the General Formula except for: receives no [color=lightpink]Splash[/color] multipliers. These do receive Weapon Type Damage boosts on [color=coral]V2[/color]. For FL4K, these anointments are:

  • 100% Element on Next 2 Magazines
  • Gamma Burst 115% Bonus Radiation
  • 150% Radiation damage when below 50% health
  • 125%/75% vs. Badass/Named/Boss (it’s a kinetic bonus element)

On non-weak point hits, this damage can independently crit via Megavore. Each instance of bonus element has its own 20% chance at a Megavore proc. Leave No Trace and Head Count will only trigger on crits coming from the main damage of the gun (not bonus elements).

When hitting a weak point, both the main damage and any bonus elements will crit. Fade Away crits apply correctly to this damage, and works in accordance to what is described in the Fade Away section.

 

TWO F4NG

Thank you to @Prismatic for the formula

This is a formula to calculate the impact of Two F4ng in accordance to the number of projectiles of a weapon and its damage, or its impact on a build’s multiplier by using the Final Damage Output from the formulas.

[color=B22222]Two F4ng Damage[/color] = [[color=deepskyblue]Damage[/color] x [color=mediumorchid]Chance[/color] x ([color=dodgerblue]Projectiles[/color] + 1)/[color=dodgerblue]Projectiles[/color]] + [[color=deepskyblue]Damage[/color] x (1 – [color=mediumorchid]Chance[/color])]

Essentially, [color=B22222]Two F4ng Damage[/color] is the average impact Two F4ng will have while acting as its own pure multiplier on the damage formula.

[color=deepskyblue]Damage[/color] = Base Damage of the weapon, or Final Damage Output from the formulas.

[color=mediumorchid]Chance[/color] = Chance for a Two F4ng proc. Goes up in steps of 5% up to 50% at 10/5, so 0.05, 0.10, 0.15, 0.20, 0.25, 0.30, 0.35, 0.40, 0.45 and 0.50, depending on how many points you have spent on the skill + any extras from a Class Mod.

[color=dodgerblue]Projectiles[/color] = The number of listed projectiles a weapon has, generally present on the weapon card. The more listed projectiles, the less you get out of the skill. Some weapons like the Flipper gain listed projectiles as they fire even though they’re not on the actual card, while others like the Bekah have unlisted projectiles that won’t count for this, making unlisted projectiles very powerful for Two F4ng.

You can use the value of 1 for [color=deepskyblue]Damage[/color] to simulate the multiplier impact of Two F4ng for any weapon, with any number of [color=dodgerblue]Projectiles[/color] you wish. Say you get a result of 1.5 – this means Two F4ng is on average a 50% increase to that weapon’s multiplier and, by extent, the build’s final multiplier too if assuming the same weapon on it.

It’s important to note that Two F4ng is predetermined, but even then the “proc rates” seem to closely match their would-be chances.

Rakk Attack/Gamma Rift Explosion

Final Damage Output = Action Skill Base Damage x Mayhem Scaling x Action Skill Damage Boosts x V1 x V2 x Splash x Elemental Multiplier x Harmageddon

Action Skill Base Damage = Base Card damage listed on the skill tree.

Elemental Bonus Multiplier x (1 + ArtifactElementalDmg + IntStalkerCorrosive + ScorcherAnt + GRank Elemental + OldGod)

 

GRENADE/SHIELD BONUS ELEMENT ON ACTION SKILL/MELEE/OTHERS

Receives no Splash or Weapon Type Damage boosts

  • The bonus elements from Shield and Grenade anointments apply universally to these types of damage. This damage includes Grenades, Melee, Action Skills, and Slam.
  • These bonus elements currently do not receive Mayhem Scaling when applied to the listed damage types, except for Grenades, which have their own base damage scaled through the Mayhem loot level.
  • When applied to a source that uses damage dealt for its calculation, there will be no scaling problems. Example: White Elephant bombs have their damage based on the main, non-bonus element damage dealt by the Melee attack, which means the bonus elements on the White Elephant explosion will scale from the White Elephant’s damage. However, the bonus elements on the Melee attack get no scaling.

 

Final Damage Output = Elemental% Base Damage x V1 x V2 x Elemental Multiplier x Crit x Guardian Rank Gun Damage x Harmageddon

Elemental% Base Damage = The % of Base Damage used as Bonus Element. This is 50% of base damage for Shield/Grenade ASE Bonus Elements.

  • The Shield/Grenade anoints are consistent with their usage on weapons, meaning they don’t get Weapon Type Damage boosts on V2 or Splash Damage boosts.
  • Melee and Action Skill Damage boosts do not apply to these bonus elements.
  • Crit formula applies fully.

On non-weak point hits, this damage can independently crit via Megavore. Each instance of bonus element has its own 20% chance at a Megavore proc. Leave No Trace and Head Count will only trigger on crits coming from the main damage source.

When hitting a weak point, both the main damage and any bonus elements will crit, but only if the main damage source can crit in the first place.

 

WEAPON BONUS ELEMENT ON ACTION SKILL/MELEE/OTHERS

Receives no Splash or Weapon Type Damage boosts

  • The bonus element from the 150% Radiation while below 50% Health and Terror Cryo anointments apply universally to these types of damage. This includes Grenades, Melee, Action Skills, and Slam.
  • This bonus element receives Mayhem Scaling on applicable sources. Grenades have their own scaling through the Mayhem loot level.

 

Final Damage Output = Elemental% Base Damage x Mayhem Scaling x Damage Source Boost x V1 x V2 x Elemental Multiplier x Crit x Harmageddon

Elemental% Base Damage = The % of Base Damage used as Bonus Element. This is 150% of base damage for the URad anointment.

Damage Source Boost = Melee/Action Skill/Grenade Damage

  • Depending on which damage the element is being applied to, it can receive boosts that are specific to that damage source. This means it can get Melee damage when applied to Melee, Action Skill Damage when applied to an Action Skill and Grenade Damage when applied to a Grenade.
  • Does not receive Weapon type Damage boosts, since it’s being applied to a non-gun source. Does not receive [color=lightpink]Splash[/color] Damage boosts.
  • Crit formula applies fully.

On non-weakpoint hits, this damage cannot independently crit via Megavore. This is likely due to some key differences in how bonus elements on the player’s Weapon are handled compared to bonus elements on Shield/Grenade. Leave No Trace and Head Count will only trigger on crits coming from the main damage source.

When hitting a weakpoint, both the main damage and any bonus elements will crit, but only if the main damage source can crit in the first place.

CURRENTLY OUTDATED

Final Damage Output = Base Damage x Mayhem Scaling x Pet Damage x Sic' Em x DE4DEYE x Go For The Eyes x Splash x Elemental Multiplierx Harmageddon

Base Damage = (BaseHit + 75% GammaBurstRad)

  • All the Pet Damage present in Hunter Skills (Furious Attack, Interplanetary Stalker, Dangerous Game) does not get boosted by Big Game/Hunt Power sources, with the exception of Frenzy and Psycho Head On A Stick.
  • Sic’ Em applies to Attack Commands only.

 

DE4DEYE. The 35% damage bonus against targets above 75% health. So, (1 + 0.35)

  • Go For The Eyes doesn’t seem to apply to the extra Radiation Damage from Gamma Burst.
  • Splash applies to Attack Commands only.

 

Each unique status instance is an additional + 0.05, which goes up to 0.20 for an x1.20 multiplier.

Essentially, it’s a simple formula of:

Skill Value x Hunt Power

Furious Attack at 5/5 totals 20% Gun Damage. With 30% Hunt Power, this is:

0.20 * 1.30 = 0.26 (26% Gun Damage)

Apart from Frenzy and Psycho Head On A Stick, Pet Damage boosts on Hunter Skills do not receive an increase from Hunt Power. This only affects the damage added to the skills on that older hotfix that attempted to buff pets.

Some Hunt Power boosted skill values and extra class mod rolls:

3/3 BIG GAME BOOSTED HUNTER GUN DAMAGE/DAMAGE SKILLS:

(0.x * 1.30)

  • Furious Attack 5/5: 0.26 at 10 stacks / 0.026 per stack
  • Interplanetary 5/5: 0.39 at 3 stacks / 0.13 per stack
  • Hunter’s Eye 5/5: 0.39 Critical, 0.39 Robot Damage
  • Dangerous Game 3/3: 0.325 Gun Damage, 0.13 Crit
  • Frenzy 5/5: 0.52 at 10 stacks / 0.052 per stack

 

6/3 BIG GAME BOOSTED HUNTER GUN DAMAGE/DAMAGE SKILLS:

(0.x * 1.60)

  • Furious Attack 5/5: 0.32 at 10 stacks / 0.032 per stack
  • Interplanetary 5/5: 0.48 at 3 stacks / 0.16 per stack
  • Hunter’s Eye 5/5: 0.48 Critical, 0.48 Robot Damage
  • Dangerous Game 3/3: 0.40 Gun Damage, 0.16 Crit
  • Frenzy 5/5: 0.64 at 10 stacks / 0.064 per stack

 

6/3 BIG GAME BOOSTED HUNTER GUN DAMAGE/DAMAGE SKILLS + STALKER COM WITH +3 BIG GAME +2 INTERPLANETARY

(0.x * 1.85)

  • Furious Attack 5/5: 0.37 at 10 stacks / 0.037 per stack
  • Interplanetary 7/5: 0.78 at 3 stacks / 0.26 per stack
  • Hunter’s Eye 5/5: 0.555 Critical, 0.555 Robot Damage
  • Dangerous Game 3/3: 0.4625 Gun Damage, 0.185 Crit
  • Frenzy 5/5: 0.74 at 10 stacks / 0.074 per stack

 

BOUNTY HUNTER ROLLS WITHOUT BIG GAME BOOST

  • Hunter’s Eye 10/5: 0.60 Critical, 0.60 Robot Damage
  • Hunter’s Eye 7/5: 0.42 Critical, 0.42 Robot Damage
  • Frenzy 10/5: 0.80 at 10 stacks / 0.080 per stack
  • Frenzy 7/5: 0.56 at 10 stacks / 0.056 per stack
  • Dangerous Game 6/3: 0.50 Gun Damage, 0.20 Crit

 

BOUNTY HUNTER ROLLS WITH 3/3 BIG GAME BOOST

(0.x * 1.30)

  • Hunter’s Eye 10/5: 0.78 Critical, 0.78 Robot Damage
  • Hunter’s Eye 7/5: 0.546 Critical, 0.546 Robot Damage
  • Frenzy 10/5: 1.04 at 10 stacks / 0.104 per stack
  • Frenzy 7/5: 0.73 at 10 stacks / 0.073 per stack
  • Dangerous Game 6/3: 0.65 Gun Damage, 0.26 Crit

Pet Bonus x Yawp

This one’s pretty simple, it’s just the base pet bonus multiplied by the % increase from Yawp.

Example with Horned Skag and 5/5 Yawp:

Horned Skag Gun Damage:

(SkagGunDmg) x (1 + Yawp) = Final Gun Damage
(0.10) x (1 + 2) = 0.30 ([color=steelblue]30% Gun Damage[/color])

Horned Skag Damage:

(SkagDmg) x (1 + Yawp) = Final Damage
(0.05) x (1 + 2) = 0.15 ([color=Goldenrod]15% V1[/color])

Thanks for reading, and I hope this comes of use!

Thanks again to everyone who has contributed and helped in some way with his thread. You’re all awesome.

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