Weapons
Data provided by TRS | Last data update: 2022/12/06.
Notes:
You can find all raw statistics used here.
Bow damages computation are not accurate at the moment.
DPS: Raw DPS is Damage per Shot * RPM / 60, without reloads. Sustained DPS is
Shots per Magazine * Damage per Shot / (Shots per Magazine * 60 / RPM + Reload Time).
Shots per magazine equals magazine size divided by rounds consumed per shot.
The Belgian consumes two shells per shot; other listed firearms consume one round.
Its firing rate is calculated from the shot delay, with reloads counted only in sustained DPS.
This model uses one interval per shot and one reload per magazine, without
attachment or card bonuses. Melee DPS uses the attack rate without a reload.
Calculations use full precision; displayed values are rounded. Each quality uses
its own damage, firing rate, magazine size and reload time.
For deeper theory crafting and calculation, you can use this spreadsheet provided by Kaemanden.
assault rifle
Successful hits with this weapon apply a stacking 3 damage per second and reduces the damage the target deals by 1%.
x1.1 weakspot multiplier bonus.
handgun
x1.1 weakspot multiplier bonus.
x1.1 weakspot multiplier bonus.
Killing blows generate up to 10 Copper per kill.
shotgun
Incendiary rounds burn targets for 50 damage per second for 3 seconds. Damnation's wielder is immune to Fire Damage.
SMG
Significantly slows targets for 1 seconds.
LMG
Enemies within 30 meters are drawn to the wielder of this weapon.
sniper
Highlights targets and increases damage dealt to them by 20%.
Always have a 4x scope (does not increase weakspot damage) and suppressor (does not increase damage to unaware enemies) equipped.
Damage dealt to armor is also dealt to the Ridden's health.
Destroying armor with this weapon creates Makeshift Armor.
melee
Dismembers enemies upon impact, and deals 90 damage in a large area of effect.
Statistics worsen when you increase quality. (not applicable for damage and stumble)