Crab Champions

Crab Champions

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Different Types of Damage and When to Get Them
By StegosaurusLlama
A brief overview of some of the different types of damage increases different perks provide
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Damage Types
Broadly speaking, every damage increase perk increases your damage in one of three ways:

  • Flat Increases,
  • Percent Increases,
  • and Multiplicative increases.

Flat Increases are perks like Sharp Shot, Wind Up, and Clip Shot. They add a flat amount of damage to each shot, nice and simple. These perks shine for fast firing weapons like the minigun, making each shot deal significantly more damage. A slow firing weapon with high base damage however, like the rocket launcher, benefits very little from these types of perks

EDIT: Wind up and Clip Shot were reworked, the only flat damage perk left that I'm aware of is Sharp Shot.



Percent Increases are perks like Damage Shot, Spiral Shot, and Heavy shot. Most damage perks fall into this category. They actually behave very similarly to Flat Increases! Every weapon has a base damage value, and the percent increase in the description of the perk adds that percent of the BASE damage to each of your shots. (a 50% increase perk on a weapon with a base damage of 40 ADDS 20 damage to your shots) Perks that boost grenade and melee damage work the same way, boosting off of their respective damage values. Percent Increase perks will always have the actual damage they're adding in parentheses.
These perks help all weapons, but weapons like sniper will see a huge increase in damage per shot, which is very desirable in most situations.



Multiplicative Increases are certain perks that multiplies your damage output AFTER your perk damage is applied! Red Fury, Danger Close, and Vitality fall into this category. Perks that say they increase damage by a percent, but DON'T have an actual damage amount in parentheses are Multiplicative Increases. Critical hits falls into a similar category, multiplying you FINAL damage rather than your base damage.
Because of this, these perks start really shining the later you get into a run. The other perks do a lot starting out, but adding to an already large number doesn't do much. Multiplying it, however starts to take your damage to the next level.

EDIT: Multiplicative Increases now all affect all sources of damage, like grenades and projectiles made by other perks, not just your shots!


Thank you for coming to my Ted Talk
9 Comments
Renardeau Feb 15 @ 8:22pm 
Multiplicative are "Global Damage", like the name implay its everying, summon, turrete, ability , mele, bullet, explosion.

i belive it also boost Rocks and deviated projectile (enemy shoot at you, and you send that shot back with a relic) are allso boosted by these but i'm not sure.
Winterzbite Nov 13, 2024 @ 10:50am 
Great guide but just needed to give a small correction to something that was said.

Quote : "A slow firing weapon with high base damage however, like the rocket launcher, benefits very little from these types of perks"

the amount of flat damage given by perks such as sharp shot give varying amounts of damage depending on the base damage of the weapon used. weapons like the minigun get like 2 damage vs weapons like the rocket getting 10 damage (might not be exact, using memory here and cant seem to find a wiki with this info). it should, in effect, be just as useful for fast low damage weapons as a slow, high damage weapons. i actually tested this before because i was under the same assumption as u.

interestingly, the percentage amounts on items such as square shot or other chance on hit items changes based on the weapon you use. square shot triggers like 10%? of the time on the orb launcher vs 50% on rockets
ElroBeeBop Oct 4, 2024 @ 12:11am 
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Mami The Beer Baron Sep 28, 2024 @ 8:54am 
if i recall, wind up was changed to do more damage the longer you fire, but its a percentage increase instead.
Chickenlord May 15, 2024 @ 7:19pm 
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░░█▀▄▓▓▓███▓▓▓███▓▓▓▄░░▄▓▐█▌ Over
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StegosaurusLlama  [author] May 25, 2023 @ 10:27pm 
Each pellet should be boosted as if its a normal separate shot, and the damage each pellet does is the gun's base damage.
Deathimself May 25, 2023 @ 3:25pm 
do you know how this effects the shot guns? as there are multiple pellets in each shot? is the damage increase divided by each pellet ? or is it an increase to each pellet by the amount of the augment?
StegosaurusLlama  [author] May 24, 2023 @ 8:02pm 
If your weapon had a base of 30 damage, sharp shot would add 45 damage to each shot and Damage shot would add 200% of the weapons base damage, in this case, 60 damage. They increase damage completely independently from each other, as in practice they are both adding X amount of damage to each shot.
[D3RP] Zettian Maximus May 24, 2023 @ 2:15am 
Whats the relationship between flat and percent increases if you have them both? Like bot a Sharp Shot and Damage Shot?