Credit: Prismatic

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**Hello Vault Hunter!**

Welcome to a breakdown of Moze’s math formulas!

 

# Overview:

> Final Damage Output = [color=darkseagreen]Bullet Damage[/color] + [color=darkorange]Bonus Element Damage[/color] + [color=yellow]Short Fuse Damage[/color]

## <h2 id=”heading–bullet”>[color=darkseagreen]Bullet Damage:[/color]</h2>

Bullet Damage is the damage done by the actual pellet you fire.

> [color=darkseagreen]Bullet Damage[/color] = [color=steelblue]Normal Hit[/color] x [color=orange]Special Multipliers[/color] x [color=lightpink]Splash[/color] x [color=turquoise]Elemental Multiplier[/color] x [color=#f44]Critical Damage[/color] x [color=wheat]Guardian Rank[/color]

### [color=steelblue]Normal Hit:[/color]

> [color=steelblue]Normal Hit[/color] = { [color=paleturquoise]Gun Card Damage[/color] x [color=scarlet]Gun Damage[/color] x [color=orange]Pearl Stacks[/color] x Weapon Charge Bonus x [color=fuchsia]Amp[/color] } + Overkill

> [color=scarlet]Gun Damage[/color] = 1 + [color=indianred]Armored Infantry[/color] + [color=indianred]Drowning in Brass[/color] + [color=indianred]Desperate Measures[/color] + [color=indianred]Phalanx Doctrine[/color] + [color=indianred]Tenacious Defense[/color] + [color=limegreen]Scrappy[/color] + [color=limegreen]Click, Click…[/color] + [color=fuchsia]Harmonious Havoc[/color] + [color=peru]Consecutive hits anoint[/color] + [color=mediumorchid]Class Mod Manufacturer Damage[/color] + [color=mediumorchid]Class Mod General Weapon Damage[/color] + [color=orange]Pearl Full Stack Bonus[/color]

> [color=orange]Pearl Stacks[/color] = 1.01<sup>Stacks</sup>

* All [color=fuchsia]Amp[/color] damage modifiers are pure multipliers in the damage formula.
* [color=paleturquoise]Gun Card Damage[/color] is what is listed on the weapon card.
* [color=orange]Pearl Stacks[/color] cap at 15, at which point the Gun Damage portion also becomes active.
* Weapon Charge Bonus is present on some Maliwan guns and the Ion Cannon.
* Both [color=indianred]Desperate Measures[/color] and [color=limegreen]Click, Click…[/color] scale linearly. Eg if your Health or Mag is 65% empty then you get 65% of the skills damage bonus.
* For more info on [color=limegreen]Click, Click[/color] see [Click, Click… Analysis & Math.](https://forums.gearboxsoftware.com/t/click-click-analysis-math/4117681)
* [color=mediumorchid]Class Mod Manufacturer Damage[/color] is all class mod stats of the form “+% ___ Weapon Damage”
* [color=mediumorchid]Class Mod General Weapon Damage[/color] is all class mod stats of the form “+% Weapon Damage”
* [color=steelblue]Normal Hit[/color] is calculated when the bullet is fired. The rest of the damage formula is calculated when the bullets impacts the target.

### [color=orange]Special Multipliers:[/color]

There’s a couple categories here, I’ve condensed it under 1 tag as they tend to be relevant to more than just gun damage.

> [color=orange]Special Multipliers[/color] = v1 x v2 x [color=wheat]Debuff Gear[/color] x [color=wheat]Debuff Perks[/color]

> v1 = 1 + [color=#f44]C-C-Combo bonus[/color] + [color=orange]Victory Rush[/color] + Terror Fire Rate and Damage Anoint + [color=orange]Flare[/color]

> v2 = 1 + [color=mediumorchid]Class Mod Weapon Type Damage[/color] + [color=mediumorchid]Artifact Weapon Type Damage[/color] + [color=peru]25% on Grenade Throw Anoint[/color] + [color=peru]300% Damage vs Enemies above 90% Health[/color] + [color=orange]Icebreaker Damage vs Frozen Enemies[/color]

> [color=wheat]Debuff Perks[/color] = 1 + [color=#f44]Harmageddon[/color] + [color=deepskyblue]Target Softening[/color]

> [color=wheat]Debuff Gear[/color] = 1 + [color=orange]Eruption[/color] + [color=orange]Servos Execute[/color] + [color=orange]It’s Piss[/color]

[color=mediumorchid]Weapon Type Damage[/color] is class mod and artifact bonuses to specific weapon types. They appear as “+% ___ Damage.”

### [color=#f44]Critical Damage:[/color]

> [color=#f44]Critical Damage[/color] = 2 x [1 + Critical hit anoints + [color=limegreen]Scorching RPM’s[/color] + [color=mediumorchid]Class Mod Critical Hit Bonus[/color] + [color=mediumorchid]Artifact Critical Hit Bonus[/color] + Guardian Rank Critical Hit Bonus] x [1 + [color=peru]While Airborne Crit Anoint[/color]] x [1 + Manufacturer Bonus] x [1 + Weapon Card Bonus] x [1 + Sniper Bonus]

* Manufacturer Bonuses tend to be hidden, for instance all Jakobs guns have a 10% crit bonus of this type and Hyperion has a 5% crit bonus. No other manufacturer has a hidden bonus.

* Weapon Card Bonuses are what is listed on the weapons item card.

* The sniper bonus is 20% and is active on all snipers.

[See here for a more in depth breakdown of critical hit damage.](https://forums.gearboxsoftware.com/t/critical-hit-calculation/3761404)

### [color=wheat]Guardian Rank:[/color]

> [color=wheat]Guardian Rank[/color] = 1 + Guardian Rank Gun Damage

### [color=lightpink]Splash[/color]

> [color=lightpink]Splash[/color] = 1 + [color=deepskyblue]Torgue Cross Promotion[/color] + [color=mediumorchid]Class Mod Splash Damage[/color] + [color=mediumorchid]Artifact AOE Damage[/color] + [color=peru]Splash Anoints[/color] + [color=orange]Blast Master Splash Bonus[/color]

### [color=turquoise]Elemental Multiplier:[/color]

* Elemental bonuses are the typical elemental modifiers such as Fire on Flesh.

[details=”Cheat Sheet”]

If you are in any mayhem mode the game uses the true vault hunter mode values.

![image|690×454](upload://7hGVkt14EieLT37xyKb3ff3Hnwu.jpeg)

*Note:* Normal Mode Radiation vs Shields is actually 120%/

[/details]


* [color=mediumorchid]Artifact Elemental Damage[/color] can be both the stats on the card or the bonus from an Elemental projector. In the case where both are relevant the bonuses are added.

* If the damage type is fire then [color=limegreen]Stoke the Embers[/color] fits in here.

> [color=peru]Moze Fire Damage[/color] = [color=darkorange]Fire Damage Multiplier[/color] x [1 + [color=limegreen]Stoke the Embers[/color] + [color=mediumorchid]Artifact Incendiary Damage[/color] + Guardian Rank Elemental Bonus + [color=Orange]Old God[/color]]

Else for general elemental damage:

> [color=turquoise]Elemental Damage[/color] = [color=turquoise]Elemental Damage Multiplier[/color] x [1 + [color=mediumorchid]Artifact Elemental Damage[/color] + Guardian Rank Elemental Bonus + [color=Orange]Old God[/color]]

## <h2 id=”heading–bonusele”>[color=darkorange]Bonus Elements:[/color]</h2>

For each bonus element of a new element do this formula over using the new bonus element. You don’t want to be including bonus corrosive and bonus fire in 1 calculation.

> [color=darkorange]Bonus Element Damage[/color] = [color=steelblue]Normal Hit[/color] x [color=pink]{[/color] [ [ [color=indianred]Selfless Vengeance[/color] + [color=indianred]Experimental Munitions[/color] + [color=limegreen]Cloud of Lead[/color] + { [color=fuchsia]Big Surplus[/color] x [color=silver]Mayhem Scaling[/color] x [color=paleturquoise]Iron Bear Damage[/color] } + Anointment ] x [color=#f44]Critical Damage[/color]] + [ [color=deepskyblue]Fire in The Skag Den[/color] x [color=silver]Mayhem Scaling[/color] x [color=paleturquoise]Iron Bear Damage[/color]] [color=pink]}[/color] x [color=orange]Special Multipliers[/color] x [color=turquoise]Elemental Modifiers[/color] x [color=wheat]Guardian Rank[/color]

Bonus elemental damage has a few sources for Moze, the first of which is her skills which give Bonus Fire Damage such as [color=indianred]Selfless Vengeance[/color] and [color=limegreen]Cloud of Lead[/color]. In game this will appear as a separate damage number if you’re not dealing fire damage.

The second source of bonus elemental damage comes from annointments. Moze’s bonus fire damage skills and the next 2 mags annointment function the same. The grenade and shield bonus elements however will not get the weapon type boosts. Fire in the Skag Den and Big Surplus are also exceptions as they do not get weapon type bonuses.

Fire in the Skag Den and Big Surplus [color=silver]Mayhem Scaling[/color] is currently 31 at Mayhem 10 and 11.

Any bonus element on your gun gets weapon type. Shield and Grenade Bonus elements do not.

## <h2 id=”heading–SF”>[color=yellow]Short Fuse Damage:[/color]</h2>

> [color=yellow]Short Fuse Damage[/color] = [color=greenyellow]Short Fuse Damage[/color] + [color=darkorange]Short Fuse Bonus Fire Damage[/color]

> [color=greenyellow]Short Fuse Damage[/color] = 0.75 x [color=silver]Mayhem Scaling[/color] x [color=seagreen]Trigger Damage[/color] x [color=lightpink]Splash[/color] x [color=turquoise]Kinetic Damage Multiplier[/color] x [color=orange]Special Multipliers[/color]

* [color=seagreen]Trigger Damage[/color] is the damage of the hit that triggers Short Fuse.

* Short Fuse [color=silver]Mayhem Scaling[/color] is 5.5 at Mayhem 10 and 11.

> [color=darkorange]Short Fuse Bonus Fire Damage[/color] = 0.75 x [color=seagreen]Trigger Damage[/color] x { [color=deepskyblue]Fire in The Skag Den[/color] + [color=fuchsia]Big Surplus[/color] } x [color=silver]Mayhem Scaling[/color] x [color=paleturquoise]Iron Bear Damage[/color] x [color=peru]Moze Fire Damage[/color] x [color=orange]Special Multipliers[/color]

* Fire in the Skag Den and Big Surplus [color=silver]Mayhem Scaling[/color] is 31 at Mayhem 10 and 11.

Not all bonus element anoints apply to Short Fuse, only 150% Rad damage, Green Monster and nade/shield bonus elements. Be aware that the nade and shield bonus elements do not receive the mayhem scaling multiplier. 150/50 and Green Monster receive the same mayhem scaling modifier as Short Fuse (5.5x at mayhem 10).

> [color=darkorange]Short Fuse Bonus Element Damage[/color] = 0.75 x [color=seagreen]Trigger Damage[/color] x [color=darkorange]Bonus Elemental Damage %[/color] x [color=silver]Mayhem Scaling[/color] x [color=turquoise]Elemental Damage[/color] x [color=orange]Special Multipliers[/color] x [color=wheat]Guardian Rank[/color]

* Note that weapon type damage does not apply to Short Fuse’s bonus elements.

## <h2 id=”heading–MS”>[color=orange]Mind Sweeper[/color]</h2>

> MS Grenade Damage = [Triggering Crit Damage] x [color=lightpink]Splash[/color] x [color=hotpink]Grenade[/color] x [color=orange]Special Multipliers[/color] x [color=turquoise]Elemental Multiplier[/color]

* Mind Sweeper nades inherit their element from the crit that triggered them. Once again Weapon Type Damage does not apply to the v2 that multiplies Mind Sweeper nades.

## <h2 id=”heading–IB”>[color=9966CC]Iron Bear[/color]</h2>

You can find a more detailed breakdown and the original testing [in Duk’s thread on Iron Bear Damage.](https://forums.gearboxsoftware.com/t/iron-bears-damage-formula/3976447)

> Iron Bear Damage = Base Damage x [color=Scarlet]TYPE A[/color] x [color=orangered]TYPE B[/color] x [color=fuchsia]4th Tree[/color] x [color=royalblue]Specialist[/color] x [color=orange]v1[/color] x [color=lightpink]Splash[/color] x [color=#f44]Critical Damage[/color] x [color=turquoise]Elemental Multiplier[/color] x [color=wheat]Debuff Gear[/color] x [color=wheat]Debuff Perks[/color] x [color=silver]Mayhem Scaling[/color] x Doubled Mult x Hard Point Anointment

Base Damage is the damage dealt by the hard point without any active damage multipliers.

> [color=Scarlet]TYPE A[/color] = 1 + [color=limegreen]Scorching RPMs[/color] + [color=deepskyblue]Stainless Steel Bear[/color] + [color=indianred]Desperate Measures[/color] + Action Skill Damage + [color=limegreen]Dakka Bear[/color] + [color=orange]Raging Bear Damage[/color]

* Raging Bear Caps at 50%

* Desperate Measures is based off Iron Bears HP now. It was originally based off Moze’s hp, however this was changed.

> [color=orangered]TYPE B[/color] = 1 + [color=indianred]Drowning in Brass[/color] + [color=indianred]Phalanx Doctrine[/color]

* Note all stacks must be built while in Iron Bear.

* Phalanx Doctrine only applies to the pilots left arm.

> [color=fuchsia]4th Tree[/color] = 1 + [color=fuchsia]Really Big Guns[/color] + [color=fuchsia]Feature Creep[/color]

> [color=royalblue]Specialist[/color] = 1 + [color=limegreen]Specialist Bear[/color]

> v1 = 1 + [color=#f44]C-C-Combo bonus[/color] + [color=orange]Flare[/color]

> [color=lightpink]Splash[/color] = 1 + [color=deepskyblue]Torgue Cross Promotion[/color] + [color=mediumorchid]Class Mod Splash Damage[/color] + [color=mediumorchid]Artifact AOE Damage[/color] + [color=peru]Splash Anoints[/color] + [color=orange]Blast Master Splash Bonus[/color]

> [color=#f44]Critical Damage[/color] = 2 x ( 1 + { 2 x [color=limegreen]Scorching RPM’s Crit Bonus[/color] } )

> [color=turquoise]Elemental Multiplier[/color] = Elemental Damage Multiplier x (1 + [color=limegreen]Stoke the Embers[/color])

> [color=wheat]Debuff Perks[/color] = 1 + [color=deepskyblue]Target Softening[/color]

> [color=wheat]Debuff Gear[/color] = 1 + [color=orange]Eruption[/color] + [color=orange]Servos Execute[/color] + [color=orange]It’s Piss[/color]

> Doubled Mult = 1 + [color=limegreen]Scorching RPM’s[/color] + [color=deepskyblue]Stainless Steel Bear[/color] + [color=limegreen]Dakka Bear[/color]

* This multiplier is new and was added with the M2.0 Scaling patch, I am still uncertain if it is a bug or intended.

> Hard Point Anointment = 1 + Hard Point Anoint

Iron Bear [color=silver]Mayhem Scaling[/color] is 31 at mayhem 10.


## <h2 id=”heading–IC”>[color=9966CC]Iron Cub[/color]</h2>

> Iron Cub Damage = Base Damage x [color=Scarlet]TYPE A[/color] x [color=Scarlet]Doubled Mult[/color] x [color=orangered]TYPE B[/color] x [color=fuchsia]4th Tree[/color] x [color=royalblue]Specialist[/color] x [color=orange]v1[/color] x [color=lightpink]Splash[/color] x [color=#f44]Critical Damage[/color] x [color=turquoise]Elemental Multiplier[/color] x [color=wheat]Debuff Gear[/color] x [color=wheat]Debuff Perks[/color] x [color=silver]Mayhem Scaling[/color] x Hard Point Anointment

Base Damage is the damage dealt by the hard point without any active damage multipliers. Iron Cub’s Base damage is 70% of Iron Bear”s when using the same hard point.

> [color=Scarlet]TYPE A[/color] = 1 + [color=limegreen]Scorching RPMs[/color] + [color=deepskyblue]Stainless Steel Bear[/color] + [color=indianred]Desperate Measures[/color] + Action Skill Damage on COM + [color=limegreen]Dakka Bear[/color]

* Desperate Measures is based off Iron Cubs HP now.

> Doubled Mult = 1 + [color=limegreen]Scorching RPM’s[/color] + [color=deepskyblue]Stainless Steel Bear[/color]

> [color=orangered]TYPE B[/color] = 1 + [color=indianred]Drowning in Brass[/color] + [color=indianred]Phalanx Doctrine[/color]

* Note all stacks must be built while in Iron Bear.

* Phalanx Doctrine only applies to the pilots left arm.

> [color=fuchsia]4th Tree[/color] = 1 + [color=fuchsia]Really Big Guns[/color] + [color=fuchsia]Feature Creep[/color]

> [color=royalblue]Specialist[/color] = 1 + [color=limegreen]Specialist Bear[/color]

> v1 = 1 + [color=#f44]C-C-Combo bonus[/color]

> [color=lightpink]Splash[/color] = 1 + [color=deepskyblue]Torgue Cross Promotion[/color] + [color=mediumorchid]Class Mod Splash Damage[/color] + [color=mediumorchid]Artifact AOE Damage[/color] + [color=peru]Splash Anoints[/color] + [color=orange]Blast Master Splash Bonus[/color]

> [color=#f44]Critical Damage[/color] = 2 x ( 1 + { 2 x [color=limegreen]Scorching RPM’s Crit Bonus[/color] } )

> [color=turquoise]Elemental Multiplier[/color] = Elemental Damage Multiplier x (1 + [color=limegreen]Stoke the Embers[/color])

> [color=wheat]Debuff Perks[/color] = 1 + [color=deepskyblue]Target Softening[/color]

> [color=wheat]Debuff Gear[/color] = 1 + [color=orange]Eruption[/color] + [color=orange]Servos Execute[/color] + [color=orange]It’s Piss[/color]

> Hard Point Anointment = 1 + Hard Point Anoint

Iron Cub [color=silver]Mayhem Scaling[/color] is 31 at mayhem 10 and 11.

## <h2 id=”heading–AB”>[color=9966CC]Auto Bear[/color]</h2>

Auto Bear was tested with Iron Bear as the triggering AS. There has been no testing to ascertain whether differences exist when Auto Bear is deployed at the end of Cub’s uptime.

> Auto Bear Damage = Base Damage x [color=Scarlet]TYPE A[/color] x [color=royalblue]Specialist[/color] x [color=lightpink]Splash[/color] x [color=#f44]Critical Damage[/color] x [color=turquoise]Elemental Multiplier[/color] x [color=wheat]Debuff Gear[/color] x [color=wheat]Debuff Perks[/color] x [color=silver]Mayhem Scaling[/color] x Doubled Mult

The composition of some of the above multipliers differ from Iron Bear, below I have only listed the multipliers that differ. Please note that Flare does not apply to Auto Bear.

> [color=Scarlet]TYPE A[/color] = 1 + [color=limegreen]Scorching RPM’s[/color] + [color=limegreen]Dakka Bear[/color] + [color=deepskyblue]Stainless Steel Bear[/color] + Action Skill Damage

> [color=royalblue]Specialist[/color] = 1 + [color=limegreen]Specialist Bear [/color]

> [color=#f44]Critical Damage[/color] = 2

> [color=turquoise]Elemental Multiplier[/color] = Elemental Damage Multiplier

> [color=wheat]Debuff Perks[/color] = 1 + [color=deepskyblue]Target Softening[/color] + [color=#f44]Harmageddon[/color]

> Doubled Mult = 1 + [color=limegreen]Dakka Bear[/color]

# [color=#f22]Health:[/color]

To start it’s worth differentiating between Moze’s final health and her max health. For the purposes of this guide final health refers to the max number she can be healed to and max health refers to what her health is before we start reserving it.

> Final Health = [color=lightcoral]Max Health[/color] x [color=indianred]Reservers[/color]

I’ll get to how the reservers work later on, but first lets dig into Max health and it’s components.

> Max Health = ([color=#f22]Base Health[/color] x [color=paleturquoise]Modifiers[/color]) + [color=lightpink]Additives[/color]

## [color=#f22]Base Health:[/color]

Base health is your characters health before any modifiers and is generated by your characters level:

> [color=#f22]Base Health[/color] = 80 x 1.09 ^ Level

The outputted value is then rounded down, hence 103.6 becomes 103 and not 104.

## [color=paleturquoise]Modifiers:[/color]

Moze doesn’t have any health modifiers in her skills tree’s, however guardian rank and % health increases from shields fit in here. The Loaded Dice Penalty is multiplicative to all of it and can be replaced by 0.25 if equipped, otherwise you can ignore it as a multiplier.

> [color=paleturquoise]Modifiers[/color] = (1 + [color=mediumorchid]% Health increases from Shields[/color] + [color=peru]Guardian Rank Max Health[/color] + [color=purple]Health Anointments[/color]) x ( 1 / (1 + [color=mediumorchid]turtle shield penalty[/color]) ) x Loaded Dice

Be aware for shields with an adaptive part. The card value lists 8% max health increase, the actual value is 7.5%.

## [color=lightpink]Additives:[/color]

Additives are just the sum of all non percentage based health boosts received from gear.

> [color=lightpink]Additives[/color] = [color=mediumorchid]Max Health from COM[/color] + [color=mediumorchid]Max Health from Artifact[/color]

## [color=indianred]Reservers[/color]

Reserving health comes from two main sources [color=indianred]Thin Red Line[/color] and Deathless artifacts. If you equip a deathless artifact, or any combination of [color=indianred]Thin Red Line[/color] and a [color=orange]Front Loader[/color] that reserves 100% health or more, you can simply set Final Health to 1 and be finished with this calculation. For the case of less than 100% health being reserved:

> [color=indianred]Reservers[/color] = 1 – ( (0.2 x [color=indianred]Points in Thin Red Line[/color]) + [color=orange]Front Loader Penalty[/color] )

# [color=dodgerblue]Shields:[/color]

For the most part Moze’s health values play nicely, and gear calculations fit in where one expects them to. Shields however play very differently, for instance at face value most would expect 3/3 [color=indianred]Thin Red Line[/color] and a [color=orange]Front Loader[/color] shield to work the same way, unfortunately as we’ll see this is not the case for shield boosts.

A high level view of the Shield calculation is as follows:

> [color=dodgerblue]Shields[/color] = ( ([color=dodgerblue]Base Shield Capacity[/color] + [color=indianred]Thin Red Line[/color]) x [color=paleturquoise]% Capacity Buffs[/color] ) + [color=turquoise]Additive Capacity Buffs[/color]

[color=dodgerblue]Base Shield Capacity[/color] can be read off the item card and plugged straight in.

## [color=indianred]Thin Red Line[/color]

Here we see the value of [color=indianred]Thin Red Line[/color] as due to it’s location in the formula it will benefit from all shield buff that we can apply.

> [color=indianred]Thin Red Line[/color] = Max Health x (0.2 x Points in [color=indianred]Thin Red Line[/color])

## [color=paleturquoise]% Capacity Buffs[/color]

Here we have all % based increases to our shields.

> [color=paleturquoise]% Capacity Buffs[/color] = 1 + [color=indianred]Vladof Ingenuity[/color] + [color=indianred]Phalanx Doctrine[/color] + [color=peru]Guardian Rank[/color] + [color=orange]Deathless Bonus[/color] + [color=purple]Shield Anointments[/color]

## [color=turquoise]Additive Capacity Buffs[/color]

These are all bonus that are fixed numbers and not of the form +x% max shields.

> [color=turquoise]Additive Capacity Buffs[/color] = [color=mediumorchid]Shield Capacity from COM[/color] + [color=mediumorchid]Shield Capacity from Artifact[/color] + [color=orange]Front Loader Bonus[/color]

I was disappointed to see that the [color=orange]Front Loader Bonus[/color] fits in here as it makes it substantially less valuable than [color=indianred]Thin Red Line[/color]. Furthermore the [color=orange]Front Loader[/color] does not benefit from additive health bonuses like [color=indianred]Thin Red Line[/color] does.

> [color=orange]Front Loader Bonus[/color] = 0.6 x ([color=#f22]Base Health[/color] x [color=paleturquoise]Modifiers[/color])

# Iron Bear Armour

Iron Bears armour values are entirely dependent on Moze’s health. Luckily though they are unaffected by gear and skills that reserve max health, so running a 1hp build isn’t necessarily detrimental to Iron Bear.

> Iron Bear Armour = 8.4 x [color=lightcoral]Max Health[/color] x ( 1 + [color=deepskyblue]Stainless Steel Bear[/color] )

Be aware due to the nature of rounding when predicting Moze’s max health this formula can be up to about 10 hit points off.