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By Ket/Ket-il
with help from Froogal
Figured out through extensive experimentation and testing of the game
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Default stats:
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1000 hp
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100 stamina
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9 stamina regen per second, regen starts 1.5 sec after last use
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20 stamina per dodge
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30 sec cooldown on instant lantern, not affected by % lantern charge perk/tonic
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1000 lantern charge to fill lantern
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Wisp = 100 lantern charge, Vent = 200 lantern charge
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Behemoth HP scaling:
relative to 1 player
relative to quad
Behemoth heals 20% on flee, 15% if they can't reach you
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1 player100%33.33%
Wound thresholds scale +40% instead of +66.67% per extra player
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2 player166.67%55.56%
Elemental status effect thresholds scale +50% per extra player
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3 player 233.33%77.78%
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4 Player300%100%
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Calculations(approximate)
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Basic/Health(White)(Base + BaseFlat + healthFlat) * Att. Type Mult * Crit * rawDMG Mult * Power Mult * Marksman
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Part(Yellow) (Hides Health)
(((Base + BaseFlat) * partDMG Mult) + partFlat) * Att.Type Mult * Crit * rawDMG Mult * Power Mult * Marksman * Acidic Penalty
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Stagger(Blue)(((Base + BaseFlat) * Att.Type Mult * Crit * staggerDMG Mult * rawDMG Mult - staggerResist) + staggerFlat) * Power Mult * Hitzone
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Wound(Red)(((Base + BaseFlat) * Att.Type Mult * Crit * woundDMG Mult * rawDMG Mult) + woundFlat) * Power Mult
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Lantern charge
((Health damage(without power mult) / 5) + Aetheric Frenzy bonus) * Lantern Charge Bonus%
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Attack speed
Attack frames = Attack frames / (1 + AS Bonuses)
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Base: The base damage, or unmodifier damage of the hit, also known as motion value. Check the weapon tabs for a list of the attacks for each weapon
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BaseFlat: Effects that add directly to base instead of later in the calculation.
This includes Hellion Unique Effect, Boreus Unique Effect, Hurricane blades mod, and Hammer Primed hits
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Att. Type Mult: The attack type specific multiplier for the hit used, check the list lower down, this includes the part damage bonus on wounded parts as well as severable bonus.
Acidic will increase the wound amount of this by an additive x%
Tough hide and weak spot go under here for part damage, but are applied in an unique way that is not currently included in the formula
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Crit: The multiplier if the hit was a critial strike, starts at x1.5, and can be increased further with cunning. No crit is written as 1
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rawDMG Mult: Raw damage multipliers, Damage multipliers that doesn't specify a specific damage type. No active multipliers and it equals 1
For example ragehunter, savagery, drask lantern tap, axe determination stacks or pike meter.
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Power Mult: A multiplier generated by comparing your weapon power with the behemoths power, check the weapon power tab for details.
This value can be anywhere from 0.15 to 1.535 currently, but stagger and wound maxes at 1.0
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healthFlat/partFlat/staggerFlat/woundFlat: A flat bonus for that specific damage type.
For example bladestorm, weighted strikes or barbed. The only healthFlat bonuses are precision sights mod and shrike UE, which buffs both health and part damage.
!!Pacifier goes here
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Marksman: The marksman damage buff created by the repeater marksman chamber, only applies to health and part damage, is not included as part of rawDMG Mult. Potential BUG: Only applies to the current display damage, i.e doesn't buff health while dealing part
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partDMG Mult: Part damage multipliers. Damage multipliers that specify that it is part damage, for example sharpened, or unique effects that give % part damage.
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Acidic Penalty: When acidic "converts" part damage to wound damage, it reduces all your part damage by x% and applies an additive x% to Att. Type Mult (wound only).
It does not give you wound damage from part damage buffs, and applies even if you cant get wounds
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staggerDMG Mult: Stagger damage multipliers. Damage multipliers that specify that it is stagger damage. For example knockout king or the embermane hammer unique effect.
!!Pacifier is bugged and does not use this, it is added as a flat stagger amount instead, using a % of the base number as a flat value
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staggerResist: A flat reduction to all stagger damage dealt. Starts at 80, and increases by 10 per stagger damage stagger until it caps at 105.
This value can only reduce the preceding calculation to 0, it can't go negative.
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Hitzone: A multiplier to stagger damage dealt depending on where you hit the behemoth, check the Behemoth hitzones tab for details. This can be anywhere from 0.25 to 1.5
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woundDMG Mult: Wound damage multipliers. Damage multipliers that specify that it is wound damage. For example insight tonics, or the barbed spearhead mod
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FAQs
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Notation: Using L for Primary input, H for secondary input and Sp for special input
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Anything in the same group in the calculation can be assumed to be additive with each other, occationally an exception might show up as new content get added, but that usually either gets fixed or I split it off
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All the listed multipliers starts at 1. If you have a x1.5 and an x1.25 raw damage mult, they are (1 + 0.5 + 0.25) = 1.75 together
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Boreus sword unique effect generates 1 frost fairy every 0.33 sec during overdrive
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Skraev unique effect mines deal 300 damage each
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Molten Heart is an orb drop that can be picked up for +10% attackspeed, +20% movementspeed and fire immunity for 8.5 sec, picking up multiple will increase the duration by 8.5sec each
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Lantern attacks are only affected by weapon power, though damage bonuses increases lantern charge
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Valomyr UE scales with damage buffs, and charges faster with higher numerical hp, roughly 10 sec at 1000 hp
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Wisp gives +25% movementspeed
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Malkarion Legendary ability deals 900 total damage spread between parts hit, and scales with damage buffs
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Torgadoro Legendary ability replaces the weapon moveset with a punch that deals 200 base damage, a slam that deals 600 base damage and a leaping dodge for 15 sec
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Skarn/torgadoro armor takes -25% health damage additive with damage mult with piercing/slashing/shot, but also a multiplicative x0.8 multiplier to damage which affects all(bug)
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Attack Types:
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Piercing's part damage reduction, the severable bonus and the wound bonus are all additive with each other
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Slashing:Blunt:Piercing:Shot:
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100% base health damage100% base health damage100% base health damage100% base health damage
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100% base part damage100% base part damage75% base part damage100% part damage
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100% base stagger damage133.33% base stagger damage0% base stagger damage0% base stagger (can get stagger from perks)
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0% base wound damage0% base wound damage100% base wound damage0% base wound (can get wound from perks)
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+50% part damage on severables(tails/horns)+0% part damage on severables(tails/horns)+25% part damage on severables(tails/horns)+0% part damage on severables
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+50% part damage on wounds+25% part damage on wounds+25% part damage on wounds+50% part damage on wounds
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Can cut severablesCan cut severablesCan cut severablesCan cut severables
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75% part damage on armor(skarn/torgadoro)100% part damage on armor(skarn/torgadoro)75% part damage on armor(skarn/torgadoro)75% part damage on armor(skarn/torgadoro)
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BUG: Severable bonus becomes +50% when wounded
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Affected:Affected:AffectedAffected:
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AxeHammerWarpike stab (Primary)Repeater basic shots
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SwordStrikersStriker Adamant bolt
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Warpike spin (Secondary)
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Chainblades
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Special / AoEItem
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100% base health damage100% base health damage
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Inherits the part damage stats of the weapon used100% part damage
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Can not staggerCan not stagger
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Can not woundCan not wound
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Not affected by % part damage buffs(not inc. wounds)+25% part damage on wounds
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Not affected by single hit buffsNot affected by anything other than power
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Not counted for hit counting effects100% part damage on armor(skarn/torgadoro)
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Not affected by marksman
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Inherits armor(skarn/torgadoro) bonus/penalty
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AffectedAffected
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Sword overdrive slicersLantern attacks
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Hammer blast, Hammer aetherslam explosionConsumables grenades
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Axe volatile modAirstrike
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Valomyr and skraev weapon Unique Effects
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Warpike Missile(inherits slashing instead of piercing)
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Repeater abilities
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Striker surge and titan's clap secondary hits
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