[WHOOPS! This article is unedited – give us some time to clean it up! 🧹]
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Welcome! This is a breakdown of FL4K’s Damage Formula, from Weapons to Action Skills, Pets and other interactions!
## Recommended Resources
[Critical Hit Calculation](https://forums.gearboxsoftware.com/t/critical-hit-calculation/3761404) by @DocStrangelove
[The Math of Fade Away](https://forums.gearboxsoftware.com/t/the-math-of-fade-away/3704120) by @jafortune
[FL4K’s Universal Multiplicative Damage Boosts](https://www.youtube.com/watch?v=60rRl0frkKk) video by @DemoniteBL
[BL3 Math Basics](https://www.youtube.com/watch?v=mOTzDk3FfwQ) video by @flightx3aa
[Prismatic’s Gearology and Math](https://forums.gearboxsoftware.com/t/prismatics-gearology-and-math/4230285/40) to better understand how specific gear or weapons work.
[FL4K Pet Compendium](https://forums.gearboxsoftware.com/t/guide-fl4k-pet-compendium/4543181) by @boombumr
[Fl4k Skills, Augments and Pets – Rating and Analysis](https://forums.gearboxsoftware.com/t/guide-fl4k-skills-augments-and-pets-rating-and-analysis/4491998) by @darreltan2004
Thank you to the creators of all those!
Special thanks to @Prismatic for their work in general in regards to BL3 Math, and the assistance with formatting.
Special thanks to @plenipotence for all of their testing and assistance. A lot of what you see here has them involved.
Thank you to @boombumr for their perseverance in dealing with pets and all the stuff they’ve figured out for them.
—
# <h1 id=”heading–toc”>Table of Contents</h1>
– [Base Formula](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–base)
– [General Formula](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–general)
– [Critical Hit](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–CRIT)
– [Fade Away, Bodyshots and Crits](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–fade)
– [Crit and Base Calculation Example](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–CRITCALC)
– [Grenade/Shield Bonus Element on Weapon](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–BSG)
– [Weapon Bonus Element on Weapon](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–BW)
– [Two F4ng](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–f4ng)
– [Action Skill Damage](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–AS)
– [Grenade/Shield Bonus Element on Action Skill/Melee/Others](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–ASB)
– [Weapon Bonus Element on Action Skill/Melee/Others](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–ASC)
– [Pet Damage Formula](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–PET)
– [Hunt Power and Skill Values](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–hunt)
– [Barbaric Yawp and Pet Bonuses](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–yawp)
– [Final Notes](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–final)
—
# <h1 id=”heading–base”>BASE FORMULA</h1>
No Guardian Rank, no anointments, no class mod/shield/artifact stat boosts. Basically skills and class mod special effects only.
> **Final Damage Output** = *Base Damage* x [color=steelblue]Gun Damage[/color] x [color=Goldenrod][color=Goldenrod]V1[/color][/color] x [color=coral] [color=coral]V2[/color][/color] x [color=turquoise]Elemental Multiplier[/color] x [color=#f44][color=#f44]Crit[/color][/color]
* [color=Goldenrod]V1[/color] and [color=coral]V2[/color] are just made up naming schemes originally used in Demonite’s FL4K video. Skill tree wise, [color=Goldenrod]V1[/color] is quite unique to FL4K compared to other Vault Hunters, and a general boost that increases all damage dealt from any source. [color=coral]V2[/color] has both general boosts and specific boosts (like weapon type boosts).
> *Base Damage* = Original weapon hit damage, which may or may not match weapon card damage, depending on the weapon’s effects. Can be basically any number depending on what you intend to test.
> [color=steelblue]Gun Damage[/color] = [color=steelblue]([/color]1+ FuriousAttack + TurnTail + FastFurryous + PersistenceHunter + HornedSkagGunDmg + DangerousGame + GrimHarvest + St4ckbot[color=steelblue])[/color]
> [color=Goldenrod]V1[/color] = [color=Goldenrod]([/color]1 + Frenzy + EmpathicRage + PackTactics + SkagDmg + Interplanetary + PowerInside[color=Goldenrod])[/color]
> [color=coral]V2[/color] = [color=coral]([/color]1 + HiddenMachine + HuntersEyeArmor + DE4DEYE[color=coral])[/color]
> [color=turquoise]Elemental Multiplier[/color] = [color=turquoise][[/color]ElementalDamageMultiplier x (1 + ArtifactElementalDmg + IntStalkerCorrosive + ScorcherAnt)[color=turquoise]][/color]
> [color=#f44]Crit[/color] = [color=#f44][[/color][color=lightcoral]2 x [(1 + SniperBonus) x (1 + WeaponCardBonus) x (1 + ManufacturerBonus) x (1 + AmbushPredator + DangerousGame + GalacticShadow + GunslingerJabber)][/color][color=paleturquoise] + (Fade/Guerillas + UnblinkingEye) + (HuntersEyeHuman)[/color][color=#f44]][/color]
* [color=#f44]Crit[/color] has what are called “[color=paleturquoise]Post Add[/color]” bonuses. These are additive bonuses to the main Critical hit formula, and on this base formula they appear in the form of Fade Away and Hunter’s Eye Human Crit Bonus.
[Return to Table of Contents](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–toc)
—
# <h1 id=”heading–general”>GENERAL FORMULA</h1>
Includes Guardian Rank, anointments and other boosts.
>**Final Damage Output** = *Base Damage* x [color=steelblue]Gun Damage[/color] x [color=Goldenrod]V1[/color] x [color=coral]V2[/color] x [color=lightgreen]Pearl Stacks[/color] x [color=lightpink]Splash[/color] x Slide/Airborne Damage Anoints x [color=turquoise]Elemental Multiplier[/color] x [color=#f44]Crit[/color] x [color=beige]Guardian Rank Gun Damage[/color] x [color=Fuchsia]Amp Shield[/color] x [color=FF0040]Harmageddon[/color]
* It’s unknown if Slide/Airborne Damage anointments are additive to each other, but since they can’t be used together anyway (as of now at least), they’ll be displayed like that for ease of use.
* The “Rakk Attack 100%” Anointment is referred to as “Rakk Slag” in this.
* The “300% vs. above 90% HP” Anointment is referred to as “High Health Breaker” in this.
* [color=lightgreen]Pearl Of Ineffable Knowledge[/color] appears in both [color=steelblue]Gun Damage[/color] and on its own section. The [color=steelblue]Gun Damage[/color] from it is the final 90% Boost that you get by achieving maximum stacks. The stacks are their own [color=lightgreen]Pearl Stacks[/color] section and currently act as purely multiplicative, as far as testing went.
> *Base Damage* = Original weapon hit damage, which may or may not match weapon card damage, depending on the weapon’s effects. Can be basically any number depending on what you intend to test.
> [color=steelblue]Gun Damage[/color] = [color=steelblue]([/color]1 + FuriousAttack + TurnTail + FastFurryous + PersistenceHunter + HornedSkagGunDmg + DangerousGame + GrimHarvest + ComWeapDmg + St4ckbot + GunDmgAnoint + [color=lightgreen]PearlFinalBoost[/color][color=steelblue])[/color]
* [color=lightgreen]PearlFinalBoost[/color] is the 90% boost you get at max Pearl Stacks. This boost, while implied otherwise in its description, is [color=steelblue]Gun Damage[/color].
> [color=Goldenrod]V1[/color] = [color=Goldenrod]([/color]1 + Frenzy + EmpathicRage + PackTactics + SkagDmg + Interplanetary + PowerInside + VictoryRush + C-C-Combo[color=Goldenrod])[/color]
> [color=coral]V2[/color] = [color=coral]([/color]1 + HiddenMachine + HuntersEyeArmor + DE4DEYE + RakkSlag + ComTypeBoost + ArtifactTypeBoost + IceBreaker + GrenadeThrowAnoint + HighHealthBreaker[color=coral])[/color]
> [color=lightgreen]Pearl Stacks[/color] = [color=lightgreen] ([/color]1.01^Stacks[color=lightgreen])[/color]
* [color=lightgreen]Pearl Stacks[/color] are multiplicative to each other, and end up as 1.01^15 = 1.1609 (16.09%).
> [color=lightpink]Splash[/color] = [color=lightpink]([/color]1 + ClassModSplashDmg + ArtifactAreaDmg + SplashAnoint[color=lightpink]) [/color]
> Slide/Airborne Damage Anoints = (1 + WhileSliding/AirborneDmgAnoint)
> [color=turquoise]Elemental Multiplier[/color] = [color=turquoise][[/color]ElementalDamageMultiplier x (1 + ArtifactElementalDmg + IntStalkerCorrosive + ScorcherAnt + GRank Elemental + OldGod)[color=turquoise]][/color]
> [color=#f44]Crit[/color] = [color=#f44][[/color][color=lightcoral]2 x [(1 + SniperBonus) x (1 + WeaponCardBonus) x (1 + ManufacturerBonus) x (1 + AmbushPredator + DangerousGame + GalacticShadow + GunslingerJabber + ClassMod + GRankCrit + GenericCritAnoint) x (AirborneCritAnoint)] [color=paleturquoise]+ (Fade/Guerillas + UnblinkingEye) + (HuntersEyeHuman) + (RakkCritAnoint)[/color][/color][color=#f44]][/color]
* [color=#f44]Crit[/color] has what are called “[color=paleturquoise]Post Add[/color]” bonuses. These are additive bonuses to the main crit formula, and on this general formula they appear in the form of Fade Away’s Crit Damage, Hunter’s Eye Human Crit Bonus and Rakk Attack Crit Anointment.
> [color=beige]Guardian Rank Gun Damage[/color] = [color=beige][[/color](1 + GRankGunDamage)[color=beige]][/color]
> [color=Fuchsia]Amp Shield[/color] = [color=Fuchsia][[/color](1+ AmpShield)[color=Fuchsia]][/color]
>[color=FF0040]Harmageddon[/color] = [color=FF0040][[/color](1 + 0.05)[color=FF0040]][/color], up to [color=FF0040][[/color](1 + 0.20)[color=FF0040]][/color]
Each unique status instance is an additional + 0.05, which goes up to 0.20 for a x1.20 multiplier.
[Return to Table of Contents](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–toc)
—
# <h1 id=”heading–CRIT”>CRITICAL HIT</h1>
The Crit section has some specific values that are not known at a glance, alongside some other things like the already mentioned Post Add boosts. Here’s a quick breakdown of the general formula:
>[color=#f44]Crit[/color] = [color=#f44][[/color][color=lightcoral]2 x [(1 + SniperBonus) x (1 + WeaponCardBonus) x (1 + ManufacturerBonus) x (1 + AmbushPredator + DangerousGame + GalacticShadow + GunslingerJabber + ClassMod + GRankCrit + GenericCritAnoint) x (AirborneCritAnoint)] [color=paleturquoise]+ (Fade/Guerillas + UnblinkingEye) + (HuntersEyeHuman) + (RakkCritAnoint)[/color][/color][color=#f44]][/color]
* [color=lightcoral]SniperBonus[/color] = 20% for all Sniper Rifles of any manufacturer.
* [color=lightcoral]WeaponCardBonus[/color] = The critical hit bonus listed on a weapon’s card.
* [color=lightcoral]ManufacturerBonus[/color] = Hidden manufacturer specific boost. 5% for Hyperion, 10% for Jakobs (any of their weapons).
* [color=paleturquoise]Hunter’s Eye[/color] is actually 6% Post Add crit per point up to 30%, unlike the 15% the card states.
This is because the card tries to represent its effective formula value as a “real” crit on the section that has Skills and other boosts:
* Damage x [2 x [(RestOfCritFormula) x (1 + 0.15 + CritBoosts)] = 2.30
But the reality is:
* Damage x [2 x [(RestOfCritFormula)] + 0.30] = 2.30
[color=paleturquoise]Post Add[/color] crit bonuses are referred to like that because of how they behave in regards to the formula. Quoting @DocStrangelove’s explanation in their [Critical Hit Calculation](https://forums.gearboxsoftware.com/t/critical-hit-calculation/3761404) thread,
[quote=”DocStrangelove, post:1, topic:3761404″]
FL4K has some “fake” crit bonuses that are added when hitting a crit spot but are not part of the main crit formula. Their damage is based on NormalDMG alone, ignoring other crit bonuses like the ×2 crit base, sniper bonus, weapon crit bonus or anything else in the formulas above. These bonuses are Fade Away, Hunter’s Eye (against humans) and the +100% crit after Rakk Attack anointment. They can be thought of as *added after* the regular crit calculation, hence “PostAdd”.
[/quote]
# <h1 id=”heading–fade”>FADE AWAY, BODYSHOTS AND CRITS</h1>
[color=limegreen]Fade Away[/color] hits are considered a crit for practical effects, like skills and weapons that depend or have features related to crit. Damage-wise, though, they are closer to a “fake” or pseudo-crit, not an “automatic true crit”. This means you still get more damage by hitting the enemy’s weak points. Here’s how Fade Away behaves on Bodyshots and weak point hits:
* The Base/General Formula is simplified as “Damage” and “RestOfCritFormula” here.
> [color=limegreen]Fade Away[/color] **Non-weak point hit** = Damage x [color=paleturquoise](1 + Fade/Guerrillas + UnblinkingEye)[/color]
> [color=limegreen]Fade Away[/color] **Weak point Hit** = Damage x [color=#f44][[/color][color=lightcoral]2 x (RestOfCritFormula)[/color] [color=paleturquoise]+ (Fade/Guerrillas + UnblinkingEye)[/color][color=#f44]][/color]
Fade Away Bodyshots simply get the Fade Bonus on top of the Damage, without receiving any other form of crit boost.
A Weak point Hit gives you the “true” crit damage alongside Fade Away damage. **This also means Megavore can proc on Fade Away bodyshots.** The Fade Away boost has a varying degree of diminishing returns with the crit formula, due to its high value and how it is applied as a [color=paleturquoise]Post Add[/color] bonus.
Another way to represent a Fade Away Weak point hit is:
> [color=limegreen]Fade Away[/color] **Weak point Hit** = Damage x [color=#f44][[/color][color=lightcoral]2 x (RestOfCritFormula)[/color][color=#f44]][/color] [color=paleturquoise]+ [[/color]Damage [color=paleturquoise]x (Fade/Guerrillas + UnblinkingEye)][/color]
This basically represents Fade Away adding a % of bodyshot damage as damage to your overall shot.
# <h1 id=”heading–CRITCALC”>CRIT AND BASE CALCULATION EXAMPLE</h1>
Let’s assume we have a Kinetic Jakobs Sniper with the following stats:
* *1000 Base Damage*
* [color=lightcoral]30% Weapon Card Crit[/color]
* Being Jakobs, the weapon has an innate [color=lightcoral]10% Crit Boost[/color]
* Being a Sniper, the weapon has an innate [color=lightcoral]20% Crit Boost[/color]
And that our build has:
* [color=steelblue]25% Weapon Damage[/color] from The Fast And The Furryous
* [color=Goldenrod]50% V1[/color] from The Power Inside
* [color=coral]35% V2[/color] from DE4DEYE
* [color=turquoise]10% Elemental Damage[/color] from Scorcher Spiderant
* [color=lightcoral]15% Crit[/color] from Galactic Shadow
* [color=paleturquoise]30% Post Add Crit[/color]: Hunter’s Eye vs. Human bonus
* [color=paleturquoise]275% Post Add Crit[/color]: Base Fade and 1 Stack of Unblinking Eye
* [color=beige]Guardian Rank[/color] Off
* Target is a human
* No Hunt Power boosts (would affect Hunter’s Eye in this case)
* We’ll be ignoring the elemental multipliers (vs. Flesh, Armor and Shield) and assume neutrality for the sake of finding our final multiplier. That, or you can just assume this is Kinetic vs. Flesh , which would be neutral anyway.
This grants us the following final formula that we’ll use for the examples:
>**Final Damage Output** = *Base Damage* x [color=steelblue](1 + FastFurryous)[/color] x [color=Goldenrod](1 + PowerInside)[/color] x [color=coral](1 + DE4DEYE)[/color] x [color=turquoise](1 + ScorcherAnt)[/color] x [color=#f44][[/color][color=lightcoral]2 x [(1 + SniperBonus) x (1 + WeaponCardBonus) x (1 + ManufacturerInnateBonus) x (1 + GalacticShadow)][/color] [color=paleturquoise]+ (Fade + UnblinkingEye) + (HuntersEyeHuman)[/color][color=#f44]][/color]
## Weak point hit/Megavore proc **without** Fade Away:
> **Final Damage Output** = *1000* x [color=steelblue](1 + 0.25)[/color] x [color=Goldenrod](1 + 0.50)[/color] x [color=coral](1 + 0.35)[/color] x [color=turquoise](1 + 0.10)[/color] x [color=#f44][[/color][color=lightcoral]2 x [(1 + 0.20) x (1 + 0.30) x (1 + 0.10) x (1 + 0.15)][/color][color=paleturquoise] + 0.30[/color][color=#f44]][/color]
> **Final Damage Output** = *1000* x [color=steelblue]1.25[/color] x [color=Goldenrod]1.50[/color] x [color=coral]1.35[/color] x [color=turquoise]1.10[/color] x [color=#f44][[/color][color=lightcoral]2 x [1.20 x 1.30 x 1.10 x 1.15][/color][color=paleturquoise] + 0.30[/color][color=#f44]][/color]
> **Final Damage Output** = *1000* x [color=steelblue]1.25[/color] x [color=Goldenrod]1.50[/color] x [color=coral]1.35[/color] x [color=turquoise]1.10[/color] x [color=#f44]4.2468[/color]
> **Final Damage Output** = 11824.68375
## Weak point hit/Megavore proc **with** Fade Away:
> **Final Damage Output** = *1000* x [color=steelblue](1 + 0.25)[/color] x [color=Goldenrod](1 + 0.50)[/color] x [color=coral](1 + 0.35)[/color] x [color=turquoise](1 + 0.10)[/color] x [color=#f44][[/color][color=lightcoral]2 x [(1 + 0.20) x (1 + 0.30) x (1 + 0.10) x (1 + 0.15)][/color][color=paleturquoise] + 2.75 + 0.30[/color]]
> **Final Damage Output** = *1000* x [color=steelblue]1.25[/color] x [color=Goldenrod]1.50[/color] x [color=coral]1.35[/color] x [color=turquoise]1.10[/color] x [color=#f44][[/color][color=lightcoral]2 x [1.20 x 1.30 x 1.10 x 1.15][/color][color=paleturquoise] + 2.75 + 0.30[/color][color=#f44]][/color]
> **Final Damage Output** = *1000* x [color=steelblue]1.25[/color] x [color=Goldenrod]1.50[/color] x [color=coral]1.35[/color] x [color=turquoise]1.10[/color] x [color=#f44]6.9968[/color]
> **Final Damage Output** = 19481.715
## Non-weak point hit **with** Fade Away:
Non-weak point hits with Fade Away don’t get anything fro mthe actual main crit formula. That leaves us with a diferent base formula:
>**Final Damage Output** = *Base Damage* x [color=steelblue](1 + FastFurryous)[/color] x [color=Goldenrod](1 + PowerInside)[/color] x [color=coral](1 + DE4DEYE)[/color] x [color=turquoise](1 + ScorcherAnt)[/color] x [color=paleturquoise](1 + Fade + UnblinkingEye)[/color]
It then translates into:
> **Final Damage Output** = *1000* x [color=steelblue](1 + 0.25)[/color] x [color=Goldenrod](1 + 0.50)[/color] x [color=coral](1 + 0.35)[/color] x [color=turquoise](1 + 0.10)[/color] x [color=paleturquoise](1 + 2 + 0.75)[/color]
> **Final Damage Output** = *1000* x [color=steelblue]1.25[/color] x [color=Goldenrod]1.50[/color] x [color=coral]1.35[/color] x [color=turquoise]1.10[/color] x [color=paleturquoise]3.75[/color]
> **Final Damage Output** = 10441.40625
[Return to Table of Contents](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–toc)
—
## <h2 id=”heading–BSG”>GRENADE/SHIELD BONUS ELEMENT ON WEAPON</h2>
*Receives no [color=lightpink]Splash[/color] or Weapon Type Damage boosts*
> **Final Damage Output** = *%BonusElement* x [color=steelblue]Gun Damage[/color] x [color=Goldenrod]V1[/color] x [color=coral]V2[/color] x [color=lightgreen]Pearl Stacks[/color] x Slide/Airborne Damage Anoints x [color=turquoise]Elemental Multiplier[/color] x [color=#f44]Crit[/color] x [color=beige]Guardian Rank Gun Damage[/color] x [color=Fuchsia]Amp Shield[/color] x [color=FF0040]Harmageddon[/color]
> [color=coral]V2[/color] = [color=coral]([/color]1 + HiddenMachine + HuntersEyeArmor + DE4DEYE + RakkSlag + IceBreaker + GrenadeThrowAnoint + HighHealthBreaker[color=coral])[/color]
> [color=lightpink]Splash[/color] = None.
* Follows the General Formula except for: receives no [color=lightpink]Splash[/color] Multipliers and no [color=coral]Weapon Type Boosts[/color] on [color=coral]V2[/color]. These anointments are the 50% Bonus Element for 10s that can spawn on Shields and Grenades.
On non-weak point hits, this damage can independently crit via Megavore. Each instance of bonus element has its own 20% chance at a Megavore proc. Leave No Trace and Head Count will only trigger on crits coming from the main damage of the gun.
When hitting a weak point, both the main damage and any bonus elements will crit. Fade Away crits apply correctly to this damage, and works in accordance to what is described in the Fade Away section.
## <h2 id=”heading–BW”>WEAPON BONUS ELEMENT ON WEAPON</h2>
*Receives no [color=lightpink]Splash[/color] Damage boosts*
> **Final Damage Output** = *%WeaponBonusElement* x [color=steelblue]Gun Damage[/color] x [color=Goldenrod]V1[/color] x [color=coral]V2[/color] x [color=lightgreen]Pearl Stacks[/color] x Slide/Airborne Damage Anoints x [color=turquoise]Elemental Multiplier[/color] x [color=#f44]Crit[/color] x [color=beige]Guardian Rank Gun Damage[/color] x [color=Fuchsia]Amp Shield[/color] x [color=FF0040]Harmageddon[/color]
Follows the General Formula except for: receives no [color=lightpink]Splash[/color] multipliers. **These do receive Weapon Type Damage boosts on** [color=coral]V2[/color]. For FL4K, these anointments are:
* 100% Element on Next 2 Magazines
* Gamma Burst 115% Bonus Radiation
* 150% Radiation damage when below 50% health
* 125%/75% vs. Badass/Named/Boss (it’s a kinetic bonus element)
On non-weak point hits, this damage can independently crit via Megavore. Each instance of bonus element has its own 20% chance at a Megavore proc. Leave No Trace and Head Count will only trigger on crits coming from the main damage of the gun (not bonus elements).
When hitting a weak point, both the main damage and any bonus elements will crit. Fade Away crits apply correctly to this damage, and works in accordance to what is described in the Fade Away section.
[Return to Table of Contents](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–toc)
—
# <h2 id=”heading–f4ng”>TWO F4NG</h2>
*Thank you to @Prismatic for the formula*
This is a formula to calculate the impact of Two F4ng in accordance to the number of projectiles of a weapon and its damage, or its impact on a build’s multiplier by using the Final Damage Output from the formulas.
> **[color=B22222]Two F4ng Damage[/color]** = [[color=deepskyblue]Damage[/color] x [color=mediumorchid]Chance[/color] x ([color=dodgerblue]Projectiles[/color] + 1)/[color=dodgerblue]Projectiles[/color]] + [[color=deepskyblue]Damage[/color] x (1 – [color=mediumorchid]Chance[/color])]
Essentially, **[color=B22222]Two F4ng Damage[/color]** is the average impact Two F4ng will have while acting as its own pure multiplier on the damage formula.
> [color=deepskyblue]Damage[/color] = Base Damage of the weapon, or Final Damage Output from the formulas.
> [color=mediumorchid]Chance[/color] = Chance for a Two F4ng proc. Goes up in steps of 5% up to 50% at 10/5, so 0.05, 0.10, 0.15, 0.20, 0.25, 0.30, 0.35, 0.40, 0.45 and 0.50, depending on how many points you have spent on the skill + any extras from a Class Mod.
> [color=dodgerblue]Projectiles[/color] = The number of listed projectiles a weapon has, *generally* present on the weapon card. The more listed projectiles, the less you get out of the skill. Some weapons like the Flipper gain *listed* projectiles as they fire even though they’re not on the actual card, while others like the Bekah have unlisted projectiles that won’t count for this, making unlisted projectiles very powerful for Two F4ng.
You can use the value of 1 for [color=deepskyblue]Damage[/color] to simulate the multiplier impact of Two F4ng for any weapon, with any number of [color=dodgerblue]Projectiles[/color] you wish. Say you get a result of 1.5 – this means Two F4ng is on average a 50% increase to that weapon’s multiplier and, by extent, the build’s final multiplier too if assuming the same weapon on it.
It’s important to note that [Two F4ng is predetermined](https://forums.gearboxsoftware.com/t/guide-fl4ks-predetermined-skills-effects/4403242/1), but even then the “proc rates” seem to closely match their would-be chances.
[Return to Table of Contents](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–toc)
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# <h1 id=”heading–AS”>ACTION SKILL FORMULA</h1>
*Rakk Attack/Gamma Rift Explosion*
> **Final Damage Output** = *Action Skill Base Damage* x Mayhem Scaling x [color=darkseagreen]Action Skill Damage Boosts[/color] x [color=Goldenrod]V1[/color] x [color=coral]V2[/color] x [color=lightpink]Splash[/color] x [color=turquoise]Elemental Multiplier[/color] x [color=FF0040]Harmageddon[/color]
> *Action Skill Base Damage* = Base Card damage listed on the skill tree.
> [color=darkseagreen]Action Skill Damage Boosts[/color] = [color=darkseagreen]([/color]1 + GrimHarvest + IntStalkerHuman + ClassModActionSkillDmg[color=darkseagreen])[/color]
> [color=Goldenrod]V1[/color] = [color=Goldenrod]([/color]1 + Frenzy + EmpathicRage + PackTactics + SkagDmg + Interplanetary + PowerInside + VictoryRush[color=Goldenrod])[/color]
> [color=coral]V2[/color] = [color=coral]([/color]1 + HiddenMachine + HuntersEyeArmor + DE4DEYE + IceBreaker + GrenadeThrowAnoint + HighHealthBreaker[color=coral])[/color]
> [color=lightpink]Splash[/color] = [color=lightpink]([/color]1 + ClassModSplashDmg + ArtifactAreaDmg + SplashDamageAnoint[color=lightpink])[/color]
> [color=turquoise]Elemental Multiplier[/color] = [color=turquoise][[/color]Elemental Bonus Multiplier x (1 + ArtifactElementalDmg + IntStalkerCorrosive + ScorcherAnt + GRank Elemental + OldGod)[color=turquoise]][/color]
# <h2 id=”heading–ASB”>GRENADE/SHIELD BONUS ELEMENT ON ACTION SKILL/MELEE/OTHERS</h2>
*Receives no [color=lightpink]Splash[/color] or Weapon Type Damage boosts*
* The bonus elements from Shield and Grenade anointments apply universally to these types of damage. This damage includes Grenades, Melee, Action Skills, and Slam.
* These bonus elements currently do not receive Mayhem Scaling when applied to the listed damage types, except for Grenades, which have their own base damage scaled through the Mayhem loot level.
* When applied to a source that uses damage dealt for its calculation, there will be no scaling problems. Example: White Elephant bombs have their damage based on the main, non-bonus element damage dealt by the Melee attack, which means the bonus elements on the White Elephant explosion will scale from the White Elephant’s damage. However, the bonus elements on the Melee attack get no scaling.
> **Final Damage Output** = *Elemental% Base Damage* x [color=Goldenrod]V1[/color] x [color=coral]V2[/color] x [color=turquoise]Elemental Multiplier[/color] x [color=#f44]Crit[/color] x [color=beige]Guardian Rank Gun Damage[/color] x [color=FF0040]Harmageddon[/color]
> *Elemental% Base Damage* = The % of Base Damage used as Bonus Element. This is 50% of base damage for Shield/Grenade ASE Bonus Elements.
* The Shield/Grenade anoints are consistent with their usage on weapons, meaning they don’t get Weapon Type Damage boosts on [color=coral]V2[/color] or [color=lightpink]Splash[/color] Damage boosts.
* Melee and Action Skill Damage boosts do not apply to these bonus elements.
* [color=#f44]Crit[/color] formula applies fully.
On non-weak point hits, this damage can independently crit via Megavore. Each instance of bonus element has its own 20% chance at a Megavore proc. Leave No Trace and Head Count will only trigger on crits coming from the main damage source.
When hitting a weak point, both the main damage and any bonus elements will crit, but only if the main damage source can crit in the first place.
# <h2 id=”heading–ASC”>WEAPON BONUS ELEMENT ON ACTION SKILL/MELEE/OTHERS</h2>
*Receives no [color=lightpink]Splash[/color] or Weapon Type Damage boosts*
* The bonus element from the 150% Radiation while below 50% Health and Terror Cryo anointments apply universally to these types of damage. This includes Grenades, Melee, Action Skills, and Slam.
* These bonus element receives Mayhem Scaling on applicable sources. Grenades have their own scaling through the Mayhem loot level.
> **Final Damage Output** = *Elemental% Base Damage* x Mayhem Scaling x Damage Source Boost x [color=Goldenrod]V1[/color] x [color=coral]V2[/color] x [color=turquoise]Elemental Multiplier[/color] x [color=#f44]Crit[/color] x [color=FF0040]Harmageddon[/color]
> *Elemental% Base Damage* = The % of Base Damage used as Bonus Element. This is 150% of base damage for the URad anointment.
> Damage Source Boost = Melee/Action Skill/Grenade Damage
* Depending on which damage the element is being applied to, it can receive boosts that are specific to that damage source. This means it can get Melee damage when applied to Melee, Action Skill Damage when applied to an Action Skill and Grenade Damage when applied to a Grenade.
* Does not receive Weapon type Damage boosts, since it’s being applied to a non-gun source. Does not receive [color=lightpink]Splash[/color] Damage boosts.
* [color=#f44]Crit [/color] formula applies fully.
On non-weakpoint hits, this damage ***cannot*** independently crit via Megavore. This is likely due to some key differences in how bonus elements on the player’s Weapon are handled compared to bonus elements on Shield/Grenade. Leave No Trace and Head Count will only trigger on crits coming from the main damage source.
When hitting a weakpoint, both the main damage and any bonus elements will crit, but only if the main damage source can crit in the first place.
[Return to Table of Contents](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–toc)
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# <h1 id=”heading–PET”>PET DAMAGE FORMULA</h1>
*CURRENTLY OUTDATED. I recommend checking @boombumr’s [FL4K Pet Compendium](https://forums.gearboxsoftware.com/t/guide-fl4k-pet-compendium-updated-lvl-72/4543181) for an updated formula.*
> **Final Damage Output** = *Base Damage* x Mayhem Scaling x [color=steelblue]Pet Damage[/color] x [color=01DFD7]Sic’ Em[/color] x [color=coral]DE4DEYE[/color] x [color=#f44]Go For The Eyes[/color] x [color=lightpink]Splash[/color] x [color=turquoise]Elemental Multiplier[/color] x [color=FF0040]Harmageddon[/color]
> *Base Damage* = (BaseHit + [color=D7DF01]75%GammaBurstRad[/color])
> [color=steelblue]Pet Damage[/color] = [color=steelblue]([/color]1 + FuriousAttack + LickTheWounds + Furryous + PowerInside + Ferocity + Frenzy + PsychoHead + Endurance + PackTactics + IntStalker + DangerousGame + GrimHarvest[color=steelblue])[/color]
* All the [color=steelblue]Pet Damage[/color] present in Hunter Skills (Furious Attack, Interplanetary Stalker, Dangerous Game) does not get boosted by Big Game/Hunt Power sources, with the exception of Frenzy and Psycho Head On A Stick.
> [color=01DFD7]Sic’ Em[/color] = [color=01DFD7]([/color]1 + SicEm[color=01DFD7])[/color]. [color=01DFD7]([/color]1 + 0.30[color=01DFD7])[/color] at 3/3, up to [color=01DFD7]([/color]1 + 0.60[color=01DFD7])[/color] at 6/3
* [color=01DFD7]Sic’ Em[/color] applies to Attack Commands only.
> [color=coral]DE4DEYE[/color] = [color=coral]([/color]1 + DE4DEYE[color=coral])[/color]. The 35% damage bonus against targets above 75% health. So, (1 + 0.35)
> [color=#f44]Go For The Eyes[/color] = [color=#f44]([/color]1 + GFTE[color=#f44])[/color]. [color=#f44]([/color]1 + 0.75[color=#f44])[/color] at 5/5, up to [color=#f44]([/color]1 + 1.50[color=#f44])[/color] at 10/5
* [color=#f44]Go For The Eyes[/color] doesn’t seem to apply to the extra Radiation Damage from Gamma Burst.
> [color=lightpink]Splash[/color] = [color=lightpink]([/color]1 + ClassModSplashDmg + ArtifactAreaDmg + SplashDamageAnoint[color=lightpink])[/color]
* [color=lightpink]Splash[/color] applies to Attack Commands only.
> [color=turquoise]Elemental Multiplier[/color] = [color=turquoise] ([/color]ElementalDamageMultiplier[color=turquoise])[/color]
>[color=FF0040]Harmageddon[/color] = [color=FF0040][[/color](1 + 0.05)[color=FF0040]][/color], up to [color=FF0040][[/color](1 + 0.20)[color=FF0040]][/color]
Each unique status instance is an additional + 0.05, which goes up to 0.20 for a x1.20 multiplier.
[Return to Table of Contents](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–toc)
—
# <h1 id=”heading–hunt”>HUNT POWER AND SKILL VALUES</h1>
* Essentially, it’s a simple formula of:
> Skill Value x Hunt Power
* Furious Attack at 5/5 totals 20% Gun Damage. With 30% Hunt Power, this is:
> 0.20 * 1.30 = 0.26 (26% [color=steelblue]Gun Damage[/color])
* Apart from Frenzy and Psycho Head On A Stick, Pet Damage boosts on Hunter Skills do not receive an increase from Hunt Power. This only affects the damage added to the skills on that older hotfix that attempted to buff pets.
**Some Hunt Power boosted skill values and extra class mod rolls:**
[details=”3/3 BIG GAME BOOSTED HUNTER GUN DAMAGE/DAMAGE SKILLS:”]
> (0.x * 1.30)
* **Furious Attack 5/5**: 0.26 at 10 stacks / 0.026 per stack
* **Interplanetary 5/5**: 0.39 at 3 stacks / 0.13 per stack
* **Hunter’s Eye 5/5**: 0.39 Critical, 0.39 Robot Damage
* **Dangerous Game 3/3**: 0.325 Gun Damage, 0.13 Crit
* **Frenzy 5/5**: 0.52 at 10 stacks / 0.052 per stack
[/details]
[details=”6/3 BIG GAME BOOSTED HUNTER GUN DAMAGE/DAMAGE SKILLS:”]
> (0.x * 1.60)
* **Furious Attack 5/5**: 0.32 at 10 stacks / 0.032 per stack
* **Interplanetary 5/5**: 0.48 at 3 stacks / 0.16 per stack
* **Hunter’s Eye 5/5**: 0.48 Critical, 0.48 Robot Damage
* **Dangerous Game 3/3**: 0.40 Gun Damage, 0.16 Crit
* **Frenzy 5/5**: 0.64 at 10 stacks / 0.064 per stack
[/details]
[details=”6/3 BIG GAME BOOSTED HUNTER GUN DAMAGE/DAMAGE SKILLS + STALKER COM WITH +3 BIG GAME +2 INTERPLANETARY:”]
> (0.x * 1.85)
* **Furious Attack 5/5**: 0.37 at 10 stacks / 0.037 per stack
* **Interplanetary 7/5**: 0.78 at 3 stacks / 0.26 per stack
* **Hunter’s Eye 5/5**: 0.555 Critical , 0.555 Robot Damage
* **Dangerous Game 3/3**: 0.4625 Gun Damage, 0.185 Crit
* **Frenzy 5/5**: 0.74 at 10 stacks / 0.074 per stack
[/details]
[details=”BOUNTY HUNTER ROLLS WITHOUT BIG GAME BOOST”]
* **Hunter’s Eye 10/5**: 0.60 Critical, 0.60 Robot Damage
* **Hunter’s Eye 7/5**: 0.42 Critical, 0.42 Robot Damage
* **Frenzy 10/5**: 0.80 at 10 stacks / 0.080 per stack
* **Frenzy 7/5**: 0.56 at 10 stacks / 0.056 per stack
* **Dangerous Game 6/3**: 0.50 Gun Damage, 0.20 Crit
[/details]
[details=”BOUNTY HUNTER ROLLS WITH 3/3 BIG GAME BOOST”]
> (0.x * 1.30)
* **Hunter’s Eye 10/5**: 0.78 Critical, 0.78 Robot Damage
* **Hunter’s Eye 7/5**: 0.546 Critical, 0.546 Robot Damage
* **Frenzy 10/5**: 1.04 at 10 stacks / 0.104 per stack
* **Frenzy 7/5**: 0.73 at 10 stacks / 0.073 per stack
* **Dangerous Game 6/3**: 0.65 Gun Damage, 0.26 Crit
[/details]
[Return to Table of Contents](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–toc)
—
# <h1 id=”heading–yawp”>BARBARIC YAWP PET BONUSES</h1>
> Pet Bonus x Yawp
This one’s pretty simple, it’s just the base pet bonus multiplied by the % increase from Yawp.
* Example with Horned Skag and 5/5 Yawp:
> Horned Skag Gun Damage
(SkagGunDmg) x (1 + Yawp) = Final Gun Damage
(0.10) x (1 + 2) = 0.30 ([color=steelblue]30% Gun Damage[/color])
> Horned Skag Damage
(SkagDmg) x (1 + Yawp) = Final Damage
(0.05) x (1 + 2) = 0.15 ([color=Goldenrod]15% V1[/color])
[Return to Table of Contents](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–toc)
—
# <h1 id=”heading–final”>FINAL NOTES</h1>
Thanks for reading, and I hope this comes of use! Feel free to ask and suggest anything, I’ll be glad to help whenever possible!
Thanks again to everyone who has contributed and helped in some way with his thread. You’re all awesome.
[Return to Table of Contents](https://forums.gearboxsoftware.com/t/guide-fl4ks-damage-formula/4431660#heading–toc)