Credits & Thanks
Vex Damage Formulas
What is a Damage Formula?
Who's a good Trouble-bubble, baby? Yes, you are!
Damage Formula?
A damage formula, in this context, is a visual representation of the calculations done in-game to accurately display your damage dealt.
This
Vex guide will showcase specifically her damage formulas, intentionally approaching some of her unique skills.
The contents of this guide assume you are already familiar with how the General Damage Formula basics works in Borderlands 4, more specifically the ON SHOT and ON HIT categorizations. If you don't, check out the linked guide.
The work and and the testing that was used to present it here comes from a collaboration of many people, including:
- Lazydata, Ratore, Prismatic, Iserrot, Boombumr, Katchenz, Nepta, Girthquake, Zee and Mr_Viper.
This guide is an absolute work-in-progress. The objective is to eventually cover everything: Gunshots, Bonus Elements, Pets, Pet Bonus Elements, Action Skills, Skills, DoTs...
Noteworthy Resources
Character Specific
General
Borderlands 4 Damage Formula video, by LazyData
- This one also shows good practices on how to go about increasing your damage/DPS.
What is Double Dipping, by AncientRune
Colors, Notes & Quirks
Color-coding Cheat Sheet
GREEN = ON SHOT
CYAN = ON HIT
RED = CRITICAL MODIFIER
YELLOW = Denotes one of the specific skills/boosts/modifiers that are being explained.
PURPLE = Denotes one of the specific skills/boosts/modifiers that are being explained.
Notes
1. Any formula that includes Skill Damage includes
Blood Is Magic as a valid boost. That's because the card is wrong and it's actually Skill Damage, not Action Skill Damage. This is beneficial, since Skill Damage applies to both Skills and Action Skills.
2.
Avatar is 20% All Damage per active Attunement.
3.
Spirits Bonus Kinetic Damage is 30%. It lasts around 12 seconds.
General Gun Formula
The base formula for many things.
GUNSHOT FORMULA
Here will be an overview of our general gunshot formula, including most of Vex's skills. For the ones not included, like Blood Shot and Bonus Elements, see further below or use the Table of Contents.
This is based on the general understanding of BL4's damage formula, in the way of:
ON SHOT x ON HIT = Final Damage
- All values within { } are only applied on crit.
[ Card Damage x (1 + Enhancement Gun Damage + Enhancement Gun Type Damage + Most Red Text Damage Increase Effects + Enhancement Damage Boosts) x (1 + Repkit Amp + Shield Amp) ]x[ (1 + Volatile Essence + Geistwave + Grave Implements + Material Components + Conjunction + Havoc + Witchy Trigger Finger + Grave Elements + Cold Iron + Grave Fiends + Wither + Burnt Offering + Yowl and Bay + Corporeal + Shiver + Elemental Essence + Sacrificial Essence + Shocking Attunement + Stormblessed + Unsealed Gun + COM Avatar + COM Gun Damage + COM Gun Type Damage + COM Splash + COM Elemental + COM Damage Dealt + Enhancement Gun Splash + Enhancement Gun Type Splash + The Best Defense + Riddle You This + Compounding Afflictions + In The Zone Gun + Bullet Train + Debuffs) + { 1 + Infernal Sum + Gear Crit + Enhancement Crit + COM Crit + (2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) ) } ]xElemental MatchxResistance |
Condensed formula:
[ Card Damage x (1 + Enhancement Gun Damage + Enhancement Gun Type Damage + Special Effects) x (1 + Amp) ]x[ (1 + Soup) + { 1 + Infernal Sum + Gear Crit + (2 x Crit Skills) } ]xElemental MatchxResistance |
- Soup is our current and temporarily(?) designated name to greater pool of modifiers that add to each other.
From this point onwards, Crit will be represented as Critical Modifier in any further displayed formulas, which should be read as:
Critical Modifier
{ 1 + Infernal Sum + Gear Crit + Enhancement Crit + COM Crit + ( 2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) ) } |
- Exceptions are made in the cases of Bonus Elements like
Enchantment and
Spirits, which cannot Weak Point crit by default and end up needing further explaining. Critical Modifier will be fully shown on those.
Gun Bonus Elements
Skills and effects that result in a new instance of base damage.
What are Bonus Elements?
Bonus Elements are like having additional instances of Card Damage. Due to a lot of the damage boosts of BL4 being in a massive pool of additives, Bonus Elements stand out as one of the few ways to effectively multiply our damage.
This section of the guide will cover how each of the above listed sources of skill tree bonus elements interacts with Vex's formula.
- Bonus Elements may also positively impact the trigger chance of certain effects like Blood Shot when using
Undead Eye, as well as other chance-based weapon effects and skills. - Consistency is a problem about Bonus Elements. They may behave differently from each other with no apparent reasoning from just reading out the skill card.
PRISMATIC WEAPONRY Bonus Element
[ Card Damage x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ]xPrismatic Weaponry x [(1 + (0.5 x Active Attunements)]x[ (1 + Soup + Skill Damage) + Critical Modifier ]xElemental Match x Resistance |
Adds a random bonus element to Vex's and her minion's gunshots only during critical hits. Element shuffles with reloads.
- Prismatic Weaponry is the base Bonus Element percentage you get from investing points in the skill.
- Active Attunements refers to the number of attunements you currently have active, not just spec'd.
- Skill Damage applies.
- Splash does not apply.
For Prismatic Weaponry, Critical Modifier includes
A Honed Mind:
{ 1 + Infernal Sum + Card Crit + Enhancement Crit + COM Crit + A Honed Mind + ( 2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) ) } |
BLOOD IS POWER Bonus Element
[ Card Damage x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ]x(Lifesteal% x Blood is Power)x[ (1 + Soup) + Critical Modifier ]xElemental Match x Resistance |
Adds a Kinetic Bonus Element based on a percentage of your lifesteal.
- Lifesteal% is the amount of lifesteal you have. 10% would be 0.10; 50% would be 0.50, and so on.
- Blood is Power goes from 1 to 3, depending on skill point allocation.
- Skill Damage does not apply.
- Splash does not apply.
ENCHANTMENT Bonus Element
[ Card Damage x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ]xEnchantmentx[ (1 + All Damage + Kinetic Damage + Skill Damage) + { 1 + Infernal Sum + A Honed Mind + (2 x Crit Skills) } ]xElemental Match x Resistance |
Adds a Bonus Kinetic Element to Vex's gunshots while an Action Skill is active.
- Enchantment is 0.075 per point, up to 0.75 at 10/5. Adjust accordingly.
- Skill Damage applies.
- Soup Gun Damage does not apply.
- Splash does not apply.
- Does not work with
Dead Ringer. Well, it does, but only during the crossed-arms animation where there's a skill duration bar on-screen.
CANNOT Weak Point Crit and therefore receives no Gear Crit Bonuses on Non-Weak Point (Chance) Crits.
Target Prescience,
Keen Mind,
Coven and
A Honed Mind can grant it access to Critical Modifier through Crit Chance.- If the Chance Crit from any of the above occurs on a Weak Point, the damage will include Gear Crit.
Jakobs Grenade grants it access to Gear Crit on its Chance Crits.
Critical Modifier when hitting a Head Shot/Weak Point crit through Crit Chance, or any spot through
Jakobs Grenade Crit Chance:
{ 1 + Infernal Sum + Gear Crit + A Honed Mind + ( 2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) } |
INFUSION Bonus Element
[ Card Damage x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ]xInfusionx[ (1 + Soup) + Critical Modifier ]xElemental Match x Resistance |
Adds a Bonus Element that matches held weapon element upon using a Repkit, for 15s. Applies to melee and minions.
- Infusion is 0.08 per point, up to 0.80 at 10/5. Adjust accordingly.
- Skill Damage does not apply.
- Splash does not apply.
KINDREAD SPIRITS Bonus Element
Grants a Kinetic Bonus Element that is boosted by Minion Damage. Lasts around 12 Seconds.
[ Card Damage x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ]xKindread Spirits Kineticx[ (1 + All Damage + Kinetic Damage + Minion Damage) + { 1 + Infernal Sum + (2 x Crit Skills) } ]xElemental Match x Resistance |
- Kindread Spirits Kinetic is 0.3.
CANNOT Weak Point Crit and therefore receives no Gear Crit Bonuses on Non-Weak Point (Chance) Crits.
Keen Fiends and
Coven can grant it access to Critical Modifier through Crit Chance.- If the Chance Crit from
Keen Fiends and
Coven occurs on a Weak Point, the damage will include Gear Crit.
Jakobs Grenade grants it access to Gear Crit on its Chance Crits.
Critical Modifier when hitting a Head Shot/Weak Point crit through Crit Chance, or any spot through
Jakobs Grenade Crit Chance:
{ 1 + Infernal Sum + Gear Crit + ( 2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) } |
Amp Effects
BLOOD SHOT
Blood Shot a powerful skill. It has some special interactions and enables interesting things. It can be defined as a post-add damage boost to Card x On Shot based on Vex's current health.
- It transforms your base shot into Kinetic Damage, therefore the Elemental Match of the base shot becomes x1.
- Gives you access to Skill Damage on any shot fired with Bloodshot active.
- Has high synergy with snapshotting mechanics, by virtue of being an ON SHOT boost.
What does this "post-add" mean? Well, let's exemplify.
Let's say we have:
- 1000 Card Damage
- 200% Amp from a Repkit (an On Shot boost)
- 5000 Current Health
- Blood Shot at 5/5 (50%)
The simple formula we'll use here is:
[ [Card Damage x (1 + Amp) ] + (Current HP x Blood Shot) ]
- Inserting the respective values, we'll have:
[ [1000 x (1 + 2) ] + (5000 x 0.5)]
- And then...
[ [1000 x 3 ] + 2500]
- Here we can already see Blood Shot will add 2500 damage to our base. Meanwhile, Amp is about to multiply our base by 3.
[3000 + 2500]
5500
- The 2500 from Blood Shot is then added to the amp-multiplied base damage, resulting in the so-called "post-add" interaction.
With this, we can see Blood Shot is adding a flat amount of base damage to our shot based on our maximum health. It never multiplies or interacts with Amp in ways that would scale itself or the Amp.
- An overload of Amp on an already high base damage will make Blood Shot's impact less noticeable, as will an overload of Blood Shot cause the same to Amp on a lower base damage.
This is, of course, purely in terms of considering the final damage of one shot. Blood Shot's other interactions and trigger conditions give it unique uses, even if already using Amp boosts. The same goes for Amp itself.
The full
Blood Shot formula will look like:
[ [ Card Damage x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ] + (Current HP x Blood Shot) ]x[ (1 + Soup + Skill Damage) + Critical Modifier ]xElemental Match x Resistance |
Critical Modifier will include
A Honed Mind on a Blood Shot gunshot:
{ 1 + Infernal Sum + Card Crit + Enhancement Crit + COM Crit + A Honed Mind + ( 2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) ) } |
BLOOD SHOT + Bonus Elements
This section analyzes how each Bonus Element interacts with
Blood Shot. For the inner workings of the Bonus Elements themselves and their input values, please check the previous section.
The most notable interaction here is with
Prismatic Weaponry, but we checked the others just in case.
In cases where the base shot is being tagged by Skill Damage (in this case by Blood Shot), specific bonus elements that were already boosted by Skill Damage like
Prismatic Weaponry may further inherit this Blood Shot tag and result in further application of the same boosts.
- Other Bonus Elements which didn't already have a Skill Damage tag, like
Blood Is Power, will get it on a Blood Shot gunshot.
Enchantment is already boosted by Skill Damage. It did not, however, inherit further Skill Damage tags from Blood Shot.
BLOOD SHOT + Prismatic Weaponry
This formula shows a Blood Shot gunshot applied to Prismatic Weaponry.
- This formula for calculating only the Prismatic Weaponry part of a full Blood Shot hit.
[ [ Card Damage x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ] + Blood Shot ]xPrismatic Weaponry x [(1 + (0.5 x Active Attunements)]x[ (1 + Soup + 2(Skill Damage) ) + Critical Modifier ]xElemental Match x Resistance |
- The bonus element from
Prismatic Weaponry will 'inherit' an additional skill tag from
Blood Shot, resulting in double applications of Skill Damage.
To exemplify in another way, think of the damage types of our damage instances:
Gun | (gun) |
Prismatic Weaponry | (gun, skill) |
Gun + Blood Shot | (gun) + (skill) |
Prismatic Weaponry + Blood Shot | (gun, skill) + (skill) |
BLOOD SHOT + Blood Is Power
This formula shows a Blood Shot gunshot applied to Blood Is Power.
- This formula for calculating only the Blood Is Power part of a full Blood Shot hit.
[ [ Card Damage x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ] + Blood Shot ]x(Lifesteal% x Blood is Power)x[ (1 + Soup + Skill Damage) + Critical Modifier ]xElemental Match x Resistance |
- The bonus element from
Blood Is Power will 'inherit' the skill tag from
Blood Shot, resulting in a singular application of the Skill Damage modifier.
BLOOD SHOT + Enchantment
This formula shows a Blood Shot applied to an Enchantment gunshot.
- This formula for calculating only the Enchantment part of a full Blood Shot hit.
[ [ Card Damage x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ] + Blood Shot ]xEnchantmentx[ (1 + All Damage + Kinetic Damage + Skill Damage) + { 1 + Infernal Sum + A Honed Mind + (2 x Crit Skills) } ]xElemental Match x Resistance |
- We expected the bonus element from Enchantment to further inherit the Skill tag from Blood Shot, resulting in double applications like on
Prismatic Weaponry. However, we could only observe the singular application of the modifier happening.
CANNOT Weak Point Crit and therefore receives no Gear Crit Bonuses on Non-Weak Point (Chance) Crits.
Target Prescience,
Keen Mind,
Coven and
A Honed Mind can grant it access to Critical Modifier through Crit Chance.- If the Chance Crit from any of the above occurs on a Weak Point, the damage will include Gear Crit.
Jakobs Grenade grants it access to Gear Crit on its Chance Crits.
Critical Modifier when hitting a Head Shot/Weak Point crit through Crit Chance, or any spot through
Jakobs Grenade Crit Chance:
{ 1 + Infernal Sum + Gear Crit + A Honed Mind + ( 2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) } |
BLOOD SHOT + Infusion
This formula shows a Blood Shot applied to an Infusion gunshot.
- This formula for calculating only the Infusion part of a full Blood Shot hit.
[ [ Card Damage x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ] + Blood Shot ]xInfusionx[ (1 + Soup + Skill Damage) + Critical Modifier ]xElemental Match x Resistance |
- The bonus element from
Infusion will 'inherit' the skill tag from
Blood Shot, resulting in a singular application of the Skill Damage modifier.
BLOOD SHOT + Kindread Spirits
This formula shows a Blood Shot gunshot applied to Kindread Spirits.
- This formula for calculating only the Kindread Spirits part of a full Blood Shot hit.
[ [ Card Damage x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ] + Blood Shot ]xKindread Spirits Kineticx[ (1 + All Damage + Kinetic Damage + Minion Damage) + { 1 + Infernal Sum + (2 x Crit Skills) } ]xElemental Match x Resistance |
- Does NOT receive Skill Damage, even when used on
Blood Shot.
CANNOT Weak Point Crit and therefore receives no Gear Crit Bonuses on Non-Weak Point (Chance) Crits.
Keen Fiends and
Coven can grant it access to Critical Modifier through Crit Chance.- If the Chance Crit from
Keen Fiends and
Coven occurs on a Weak Point, the damage will include Gear Crit.
Jakobs Grenade grants it access to Gear Crit on its Chance Crits.
Critical Modifier when hitting a Head Shot/Weak Point crit through Crit Chance, or any spot through
Jakobs Grenade Crit Chance:
{ 1 + Infernal Sum + Gear Crit + ( 2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) } |
BLOOD SHOT + Multiple Pellets
This formula shows a Blood Shot applied to a multiple (displayed) pellet-count weapon gunshot.
[ [ (Card Damage x Pellet Count) x (1 + Enhancement Gun Type + Enhancement Gun Damage + Special Effects) x (1 + Amp) ] + Blood Shot ]x[ (1 + Soup + Skill Damage) + Critical Modifier ]xElemental Match x Resistance |
- Applies based on the full Card x Pellet Count damage of the weapon. This means its boost is effectively divided among the individual pellets.
- Yet untested with effects like the Vladof Enhancement for a chance at an extra projectile or unlisted projectile weapons.
Action Skill Formulas
INCARNATE Action Skill
This base formula for
Incarnate serves for:
Incarnate Phase Explosion
Incarnate Eldritch Blast
Geistwave Projectile
Energy Vampire Damage Over Time
Desecration Eldritch Blast and Air Burst
Grave Harvest Soul Orb detonations
Using the respective Card Damages of each.
Card Damagex[ (1 + Ordnance Damage + Geistwave Debuff + Splash + Action Skill Damage + Skill Damage + Elemental + Kinetic + Damage Dealt + Debuffs) + { (1 + A Honed Mind + Infernal Sum) + (2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) ) } ]x Elemental Matchx Resistance |
- Ordnance Damage applies to the
Geistwave Projectile and
Grave Harvest Soul Orbs by default. It can apply to the rest only by using
Technomancer.
Geistwave Debuff only applies, of course, after the target is debuffed. Which means you can't be using that alongside
Grave Harvest Souls Orbs, for example, since they're both augments. I'm noting this here just to avoid confusion.
Energy Vampire DOT does not include Splash.
INCARNATE Iron Maiden Augment
Adds a flat amount of damage to Phase Explosion and Eldtrich Blast based on Current Shield value.
[ (0.15 x Current Shield) ]x[ (1 + Ordnance Damage + Elemental + Kinetic + Damage Dealt + Debuffs) + { (1 + Infernal Sum) + (2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) ) } ]x Elemental Matchx Resistance |
- Ordnance Damage will only apply if using
Technomancer. - Splash, Action Skill Damage and Skill Damage do not apply* (Under testing)
- Acts much like a Bonus Element but applied to
Incarnate.
INCARNATE Desecration Capstone
The formula for both the
Desecration Eldtrich Blast and Airborne Burst are the same as the base formula, just using the Card Damage of
Desecration when calculating the Airborne Burst.
- Ordnance Damage will only apply if using
Technomancer.
DESECRATION Hazard Formula
For one second of the
Desecration Hazard:
Hazard Card Damagex[ (1 + Soup) + { (1 + Infernal Sum) + (2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) ) } ]xElement MatchxResistance |
For one tick of the
Desecration Hazard:
( Hazard Card Damage / 3 )x[ (1 + Soup) + { (1 + Infernal Sum) + (2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) ) } ]xElement MatchxResistance |
Desecration Hazard can benefit from
Iron Maiden. Example for one tick:
[ [ (Hazard Base / 3)] + [(0.15 x Current Shield / 3) x 0.2255 ] ]x[ (1 + Soup) + { (1 + Infernal Sum) + (2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) ) } ]xElement MatchxResistance |
- 'x 0.2255' is a Damage to DOT conversion rate applied by the game to
Iron Maiden.
Desecration Hazard's Soup does not include Action Skill, Skill, Splash or Status Damage.
INCARNATE Heartpiercer Capstone
Changes the base damage of Eldritch Blast to 'Heartpiercer Card + 30% Current Health'.
[ Heartpiercer Card Damage + (0.3 x Current HP) ]x[ (1 + Ordnance Damage + Geistwave Debuff + Action Skill Damage + Skill Damage + Elemental + Kinetic + Damage Dealt + Debuffs) + { (1 + A Honed Mind + Infernal Sum) + (2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) ) } ]x Elemental Matchx Resistance |
- Ordnance Damage will only apply if using
Technomancer. - Splash is removed from Soup when using
Heartpiercer.
INCARNATE Ordnance Damage + Fragmentation Payload
Because it can't ever be simple.
I refuse to attempt to explain any logic behind this. As in, I can't.
This example will show how
Fragmentation Payload, when added to any Ordnance Source, in this case
Technomancer Base Eldtrich Blast, results in a terrible (yet positive) curse to our Critical Modifier.
Card Damagex[ (1 + Soup) + {1 + Infernal Sum + (2 x Fragmentation Payload) + ( (1 + Fragmentation Payload) x (A Honed Mind + (2 x (Grave Sights + Burning Attunement + Vorpal Fiends + In The Zone Crit + Killer) ) ) } ]xElemental MatchxResistance |
- Not only is
Fragmentation Payload applying itself effectively twice, it's also multiplying
A Honed Mind and the Crit Skills section of the formula by x1.5.
PHASE PHAMILIAR Action Skill
WIP
Minion Formulas
Trouble, Deadwire, Specters, Reapers and Blight Attunement
GENERAL Melee Minion Formula
The current full and UVH Melee damage formula for melee minion attacks, without accounting for Bonus Elements, is as follows:
[ Card Damage x (1-0.0822) ]x[ (1 + Volatile Essence + Material Components + Radiant Attunement + Havoc + Grave Elements + Ars Arcana + 2(Fell Inscriptions Melee) + Recurrence + Grave Fiends + Necrosis + Burnt Offering + Obedient Fiends + Ancient Rites + 2(Claw and Bang Melee) + Shiver + Elemental Essence + Sacrificial Essence + Stormblessed + Unsealed + COM Melee + COM Skill + COM Action Skill + COM Elemental + COM Damage Dealt + COM Splash + The Best Defense + I Am A Gun) + { 1 + Infernal Sum + A Honed Mind + ( 2 x (Grave Sights + Burning Attunement + Vorpal Fiends + Killer) ) } ]xElemental Match x Resistance |
Simplified...
[ Card Damage x (1-0.0822) ]x[ (1 + 2(Fell Inscriptions Melee) + 2(Claw and Bang Melee) + Melee + Skill + Action Skill + Splash + Elemental + Kinetic + All Damage + Damage Dealt) + { 1 + Skill Crit Damage + (2 x Crit Skills) } ]xElemental Match x Resistance |
And finally condensed into...
[ Card Damage x (1-0.0822) ]x[ (1 + 2(Fell Inscriptions Melee) + 2(Claw and Bang Melee) + Soup) + Critical Modifier ]xElemental MatchxResistance |
- Minions are currently afflicted by a base damage bug on UVH levels, that's what the 'x (1-0.0822)' portion of the formula is accounting for.
Phase Phamiliar Badass Boost and Unsealed only apply to Trouble.- Melee boosts from
Fell Inscriptions and
Claw and Bang apply twice to Trouble and Reapers. - Splash from Class Mod and Skill Tree applies to melee attacks. Gun Splash from enhancement does not.
TROUBLE Minion
The formula for a default Trouble melee attack:
[ Card Damage x (1-0.0822) ]x[ (1 + Badass Boost + 2(Fell Inscriptions Melee) + 2(Claw and Bang Melee) + Unsealed + Soup) + Critical Modifier ]xElemental MatchxResistance |
REAPER Minions
The formula for a default Reaper melee attack:
[ Card Damage x (1-0.0822) ]x[ (1 + 2(Fell Inscriptions Melee) + 2(Claw and Bang Melee) + Soup) + Critical Modifier ]xElemental MatchxResistance |
SPECTER Minions
WIP
DEADWIRE Minion
WIP
BLIGHT ATTUNEMENT Minion
WIP
GRAVE CURRENT Bonus Element
Currently applies to all minions except Specters.
Status Effects
Bloodletter and Prismatic Ichor
BLOODLETTER - Bleed Status Effect
This is the formula for a singular Bleed stack.
[Final Damage x BleedGunPerSecond x (1 + Status Damage + All Damage + Skill Damage + Kinetic Damage + Debuffs) + { 1 + Infernal Sum + A Honed Mind + ( 2 x (Grave Sights + Burning Attunement + Vorpal Fiends + Killer) ) } ]xElemental MatchxResistance |
The formula shows the total tick damage of Bleed during a second. For the damage of a singular tick, divide the final result by 3.
Final Damage is the singular instance of damage that triggers Bleed, based off of the other formulas above. Increasing your Final Damage means Bleed damage will also be increased.
- Bonus Elements will trigger their own stacks of Bleed, allowing you to apply multiple stacks at once based on each instance of Final Damage.
BleedGunPerSecond is the % of Final Damage per second Bleed will base itself off of, in accordance to the point investment in
Bloodletter.
- 5/5 Would be 0.3; 10/5 would be 0.6.
Bleed double dips Kinetic Damage, All Damage, Debuffs, A Honed Mind and Crit Skills modifiers.
- If you have a Skill Damage source like
Ars Arcana or
Blood Is Magic boosting either your Gunshot Impact or Action Skill Damage Impact (i.e. on
Blood Shot and
Incarnate, respectively), Bleed will scale from the increased Final Damage and then double dip the Skill Damage modifiers.
BLEED CRITICAL HITS
As one can see on the formula, Bleed can Critically Hit. That occurs through:
- Skill Critical Hit Chance (Class Mod,
Keen Mind,
A Honed Mind). - Status Effect Critical Hit Chance (
Keen Suffering); - General Crit Chance (
Coven, Crit Knife)
PRISMATIC ICHOR Status Effect
WIP
Double Dips
VEX'S DOUBLE DIPS
List of skills on Vex's trees that have some manner of double dipping (and potentially more dips) available, be it normally and through gear or action skill/minion usage.




