The one that got away was the NKLO one I believe. I tried to find all the links in the OP (as I’m kinda working on a Sal skill guide that will include all the info in the links at the bottom) Seems like the old forum transition don’t work for the links that pointed to a single post.
Luckily, it was a reply to something that I said
so I remember the thread in which it was. I don’t have the link but I copy-pasted it’s content to include it in the guide:
That’s not accurate Chuck.
Here’s how it works:
You kill an enemy, and the game does:
Overkill = total damage dealt - remaining health
Bonus = Overkill / max health
NKLO Damage = Damage * (1 + Bonus%)
So, if an enemy has 1000 health out of 10,000, and you deal 50,000 (Crit Money Shot?) to kill him, you did 49,000 Overkill, 49,000/10,000 = 4.9 or 490% Overkill damage. The amount of Overkill Bonus you can get is capped at 400%, so if your normal shots would do ~5,000 each (final damage before NKLO), they’d do 5,000 * (1 + 4) = 25,000 instead. Crit Money Shot would be around 240,000, more if you have Crit bonuses.
The bonus resets with every kill, so while NKLO makes it easier to get loads of Overkill due to increasing your damage, effectively enabling itself, it’s better to chain-kill small enemies and then topple the big guys because the more health your enemy has the more damage you need to deal to them with the killing blow to get a big bonus. This is why people like Fastball, because you can slag and then one-shot small enemies to be sure to get a huge bonus.
The damage of your weapon is only a factor because the more damage you deal, the more damage you can get relative to the enemy’s health. The %bonus from NKLO is the same no matter what weapon you use after the fact. If you kill an enemy with a Basic Repeater, you will get the same percentage bonus even if you switch to DPUH, though since the DPUH does more damage, you get more damage out of your percent bonus.
What matters for getting the most out of NKLO is the health of the enemy, and the amount of damage you deal in excess of it. If you Slag it, you’re multiplying your damage by 3, making it even easier to get NKLO. Also note, that it’s based on the damage you DEAL. Meaning, of the pellets that actually HIT. Yet another reason people like Fastball so much, because it’s one BIG hit (especially on Slagged enemies) instead of a mathematically significant sum of several hits simultaneously.
The game does seem to handle multi-pellet weapons pretty well (I think there was a patch for this a while ago), so it still works with Shotguns/DPUH more or less like you should expect. The trouble is the enemy’s health and damage reduction at OP levels. Fortunately, as I mentioned, the skill sort of enables itself if you kill several small enemies in a row. It’s not a true “stacking” mechanic, since if you botch a kill (DOT-kill) your bonus can drop significantly.
NKLO is a multiplier, like Money Shot. It sits by itself and multiplies all your shot damage up to 5. Increases all guns and launchers, but not grenades, shields, or melee. Works for both hands. Triggers from ANY damage you deal, despite only increasing guns/launchers. So Nick’s Melee Build can totally Uppercut something in the face TO DEATH and get the full bonus on its guns. Which is pretty awesome. Also, Flame of the Firehawk can activate NKLO, which is another reason it’s so goddamn good with Salvador (regardless what Bahroo might say about it).