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[WHOOPS! This article is unedited – give us some time to clean it up! 🧹]

Hi there everyone,

here are some test results on Coincidental Combustion I’ve done. I’m not a math guy but I’m pretty much sure I’ve got the this part right.

So, here we go:


    Whenever you shoot an enemy with a non-explosive weapon, you have a 7% chance per level to deal bonus Explosive damage. The bonus damage is based on weapons damage.

That was the description, this is how it actually works:

On proc it results in +115% PURE splash damage (Radius) based on your weapons .GunDamage which is boosted by explosive bonuses, but not grenade damage bonuses. It gets boosted by One Last Thing which is [SpecialMults]? in the formula. [ElementBonus]? are explosive damage bonuses from .Skills, .Relic, .OZ kits.


Final Damage = (((Base * (1 + .GunDamage)) * 1.15 CC) * [SpecialMults]? * [ElementBonus]?  


Final Damage = (((Base * (1 + .GunDamage)) * 1.15 CC) * (1 + .One Last Thing)? * (1 + .Load ‘N’ Splode + .Sapper COM + .Duality OZ Kit)? 


The gear used:


    Base Damage: [3926]


    Explosive Damage: [+40%]


    Explosive Damage: [+50%]

Now I’ve tested both COM and OZ kit, the bonuses are not exactly +40 and +50% respectively, it is more like 39.5 and 49.5. For the sake of simplicity I’ve used only 1 stack of Load ‘N’ Splode because you can easily manage that 1 stack,

(3926 * 1.15) * (1 + 0.2 + 0.395 + 0.495) = 9436,141

So there is that, there are a couple of others thing you should know about Coincidental Combustion:

http://forums.gearboxsoftware.com/showpost.php?p=5085918&postcount=3 44

Good breakdown.

    I would just like to add that for CC if you times the explosive damage boost by the chance of proccing the explosive damage you get an effective gun damage stat.

    e.g. 5/5 points in CC: 0.35 * 115% = 40%

    That is the base effective gun damage that this skill gives you, without including Load ‘N’ Splode stacks or other explosive damage boosts. Just goes to show how powerful this skill really is. With the right setup you can reliably get about a 90% effective gun damage boost at level 50, if you can combine Load ‘N’ Splode stacks x2 (pretty sustainable), Sapper COM and +50% from OZ Kit.

    CC doesn’t work with rocket launchers,

    CC can’t proc with explosive guns,

    CC doesn’t boost on critical hit,

    CC is not boosted by grenade damage bonuses,

    With multiple pellet guns, it gives boost only to single pellet.

Here is the info on One Last Thing and how it works with Coincidental Combustion.

[WHOOPS! This article is unedited – give us some time to clean it up! 🧹]


Hey everyone,
here is a little something on One Last Thing from Claptrap. I’m not going to post analysis here, but instead I will just post some things on how to get the most out of it. For those interested you can find analysis on the old forums here 30.


The last round fired from any weapon’s clip gains significant Bonus Damage. Smaller clips reduce the bonus. Clip size for full bonus: 8

At 5/5 damage bonus is 400%, 11/5 damage bonus is 880%.
Can only be leveled past 5 with Sapper Class Mod.
For 11/5 and maximum damage bonus of 880%, you need a blue Audacious Sapper Class Mod.

Now compared to Salvador’s Money Shot skill, this works pretty much exactly the same on guns with no splash. Also unlike Money Shot, OLT gives bonus damage to all weapon types, including pure splash (Radius) weapons like Torgue barrel ARs, rocket launchers etc.
It appears that you get the bonus to splash damage on second to last shot and bullet damage bonus on last shot.
In theory this happens because splash damage comes after bullet damage and we get this bonus to splash damage on second to last shot because when the splash kicks in, the magazine shows 1 shot remaining.
On the last shot we get the bonus to bullet damage and same as with second to last shot when the splash is about to kick in, there is no ammo currently in the magazine.
Basically, you get the full bonus to both splash and bullet but spread out across two last shots. That is what makes OLT a special multiplier in the damage equation.

For the calculations of your weapons damage bonus for magazine size less than 8, use this formula:

1 + ((.8 – (.08 * (8-Mag))) * Rank)

Thanks @Sljm.

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