

Each pierce efficiency multiplied by the square, cube or quartic power of 0.5 which is the pierce efficiency constant for all heavy and hitscan Sharpshooter pistols. Piercing Sharpshooter pistols are hitscan and lose damage per pierced target multiplicatively yet have a hard cap about how many targets the shot can pierce. Besides that, perk bonuses such as Sharpshooter, Firebug and Commando also reduces spread on their on perk related weapons besides kickback, under the name of reduced recoil. Spread typically reduced by 50% when aiming down iron sights and cuts 15% when crouching and shooting in semi-auto multiplicatively stacking, reaches 64% spread cut in total. Spread is usually increased by prolonged fire for each bullet fired under 0.5 second delay, spread value will accumulate up to max spread of 0.12 at sixth shot. Some firearms have different spread when using alternative fire and some hitscan weapons may have different horizontal and vertical maximum spread values. Spread bonus only works for weapons that hit instantly and not for weapons that use projectiles or spread buckshot pellets in a wide radius. Spread is used to calculate the accuracy of each consecutive shot, deviating from the origin of point or describes maximum spread of pellets in a wide radius at random for each buckshot shell. Beside natural incendiary direct shot bonus, backstabs and headshot multipliers, perk related damage bonuses such as Support Specialist, Commando, Firebug and Berserker have their own unique damage multipliers for passive benefits overall.

Incendiary projectiles have a natural 50% damage bonus on direct hits against specimen can deal splash damage and lits target on fire for an afterburn effect that lingers for 10 seconds dealing 3-4 chip damage per tick.

Headshots typically have between 1.1x-2.0x multiplier for weapons and can be amplified if using a firearm with the Sharpshooter perk or positioned behind a specimen to land constant 2.0x backstab damage multiplier of melee weapons. Note that headshots and other unique conditions multiply these values. ĭPS stands for damage per second and is calculated by average weapon damage and fire rate. Note: The data below represent the base values, without perks, and is valid as of 13 th December 2012.
