Critical Damage Stacking

THIS IS A PORT OF A BUILD BY @Sljm. THE ORIGINAL THREAD HERE.

I TAKE NO CREDIT NOR RESPONSIBILITY FOR ITS CONTENT. I HAVE RETAINED THE ORIGINAL FORMATTING TO THE BEST OF MY ABILITY. IN THIS CASE I HAVE ADDED FORMATTING AS ORIGINAL HAD LITTLE. PLEASE LET ME KNOW IF ANY CHANGES ARE NEEDED. I WILL ONLY MAKE CHANGES FOR THE PURPOSES OF ACCURACY.

THE ORIGINAL THREAD CONTAINED LINKS THAT ARE NOW DEAD.



More Sljm ports to check out :

5 Shots or 6 Mechanics Breakdown - the real skinny

Get Some! - a Salvador Guide

Things That Don’t Work on Offhand Guns



Hello, Salvador enthusiast. You may have heard about Critical Damage Stacking while Gunzerking. It’s just one of those things that Salvador can do that others can’t (without weapon-merging bugs). But what is it? How does it work? IS IT F*CKING AWESOME?!!

Yes. Yes, it is.

Basically, when you Gunzerk, you “combine” any Critical Damage bonuses that your guns carry on them together, to boost your overall Critical Damage with both guns. But it’s not always as simple as adding them together.

Some guns have inherent Critical Damage bonuses, which come from either their body (weapon type), barrel (weapon name), and/or accessory (prefix). If you look at Loot Turtle’s thread on Critical Damage [ link dead - ed. ], you can see that there are three kinds of Critical Damage. The first one is added to your other Critical Damage boosts, from Skills, Class Mods, and Badass Rank. The second is multiplied to them. Math people will probably immediately recognize this one as the potentially more valuable one. The third type, given by non-Jakobs Assault Rifles and E-Tech Sniper Rifles, divides your total Critical Damage. These were previously thought to lower your base Critical Hit multiplier (which is ALWAYS 2) [link dead - ed.]. While they do reduce your Critical Damage, adding to a divisor is not quite the same as subtracting from a multiplier. This only really makes a practical difference in calculation to Salvador, though, when Gunzerking with two weapons that give this type of Critical Damage.

Most weapons in the game that have an inherent Critical Damage bonus use the first type, what I’ll call Type A . Jakobs Shotguns, Jakobs Assault Rifles, Jakobs Pistols, and a few unique guns, use the second type, what I’ll call Type B . Non-Jakobs Assault Rifles and E-Tech Sniper Rifles are the only known sources of the third type, what I’ll call Type C .

When you Gunzerk, if one of your guns has Type B , it will multiply the bonuses from skills, Class Mods, and Badass Rank, as well as the Type A bonus from your other gun!

Note that some guns can carry multiple types by themselves, like Jakobs Shotguns with a Critical Damage accessory. This is because the Body, Barrel, and Accessory don’t necessarily have to have the same kind of Critical Damage bonus.

Here’s the formula:

  • NormalHit = Base * (1 + .GunDmg) * (1 + .NKLO) * (1 + .MoneyShot) * ElementMult * (1 + .ElementRelic) * SlagMult

  • CriticalHit = NormalHit * 2 * (1 + . TypeB ) * (1 + . TypeA + .CritDmg) / (1 + . TypeC )

Regarding weapons with Type C (“negative”) Critical Damage… let’s be honest here and say that you probably don’t want them if you plan to be relying on Critical Damage. The only one might be Hail, which is really only usable with other parabolic-trajectory weapons. Don’t discount them completely, however.

Click here for a list of sources of the three types of Critical Damage.


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