The Precision Multiplier of a weapon is used for calculating damage done to the enemy's weakpoints, generally their head or, in the case of some larger enemies, their tumors. Some enemies, such as the Charger, have no weakpoints, and thus the Precision Multiplier is never used.
Description[ | ]
When hitting an enemy in their weakspot the player's damage will be multiplied by both their weapon's Precision Multiplier and the enemy's Weakspot Multiplier. While most weapons have Precision Multipliers less than 1 most enemy's Weakspot Multipliers are much bigger than 1, so the player ends up dealing extra damage.
For most enemy and weapon combinations the bonus multiplier ends up being ~2-3. Weapons with high Precision Mutlipliers (such as the Precision Rifle or Sniper) will result in notably higher bonus multipliers. Additionally, for some enemies such as Giants, which have a weakspot multiplier of just 1.5, combined with a fairly typical Precision Multiplier of 0.7413 results in a bonus multiplier of just 1.11195, only 11% bonus damage.
Weakspot hits can never deal less than base damage, so even in the case when the product of the Precision Multiplier and Weakspot Multiplier is less than one (such as when shooting a Nightmare Scout with a Scattergun) the player's shots will simply deal base damage. (Though this base damage can still be reduced by Damage Falloff.)
The back of an enemy does not count as a weakspot for the purposes of the Precision Multiplier, although for most enemies you will deal extra damage from behind through the Back Multiplier. However, for enemies that have both a weakspot and can receive bonus back damage it is possible to stack both of these damage bonuses at once. E.g. hitting an enemy in the head from behind can apply both the enemy's Headshot Multiplier, your weapon's Precision Multiplier as well as the Back Multiplier. This is typically referred to as the "occiput" of the enemy.
Precision Multipliers[ | ]
Weapons[ | ]
Weapon | Precision Multiplier |
---|---|
Pistol | 0.8667 |
Burst Pistol | 0.8667 |
HEL Revolver | 0.7413 |
Machine Pistol | 0.7413 |
HEL Autopistol | 0.7413 |
Bullpup Rifle | 1 |
SMG | 0.91 |
PDW | 0.7413 |
Heavy SMG | 0.8 |
Carbine | 0.7413333 |
DMR | 0.87 |
Double Tap Rifle | 0.9 |
Assault Rifle | 0.8 |
Burst Rifle | 0.8667 |
Rifle | 0.8667 |
Sawed-off Shotgun | 0.7413 |
HEL Shotgun | 0.7413 |
Slug Shotgun | 0.7413 |
Heavy Assault Rifle | 0.8 |
Short Rifle | 0.7413 |
S870 Shotgun | 1 |
Combat Shotgun | 0.875 |
Scattergun | 0.7333 |
Choke Mod Shotgun | 1 |
Revolver | 0.7413 |
Arbalist V Machine Gun | 0.7413 |
Veruta XII Machine Gun | 0.7413 |
Burst Cannon | 0.73 |
HEL Gun | 0.8 |
High Caliber Pistol | 0.7413 |
Precision Rifle | 1.3 |
Sniper | 2.0025 |
HEL Rifle | 0.73 |
Tools[ | ]
Sentry | Precision Multiplier |
---|---|
Burst | 1 |
HEL Auto | 0.834 |
Sniper | 1 |
Shotgun | 1 |
Mines also have a precision multiplier of 1, though hitting an enemy in their weakspot with mines is largely inconsistent.
Melees[ | ]
Melee weapons also have a precision multiplier:
Weapon | Light Precision Multiplier | Charged Precision Multiplier |
---|---|---|
Sledgehammer | 1 | 1 |
Knife | 1 | 1.5 |
Bat | 1 | 1 |
Spear | 1.3 | 1.5 |
The Precision Multiplier varies smoothly between its light and charged values, scaling with the cube of the charge time. That is, for a given charge amount (between 0 and 1), the Precision Multiplier of the hit is given by:
For example calculations involving melee weapons see Melee#Example Calculations.
Weakspot Multipliers[ | ]
Since the effective multiplier when hitting a weakspot depends on both the weapon's Precision Multiplier and the enemy's Weakspot Multiplier all enemies' Weakspot Multipliers are listed here for convenience.
Enemy | Weakspot Type | Weakspot Multiplier |
---|---|---|
Striker | Head | 3 |
Shooter | Head | 5 |
Scout | Head | 3 |
Giant | Head | 1.5 |
Big Shooter | Head | 2 |
Hybrid | Head | 2 |
Shadow | Head | 3 |
Big Shadow | Head | 1.5 |
Shadow Scout | Head | 3 |
Baby Striker | Head | 3 |
Flyer | Eye | 3 |
Big Flyer | Eye/Tumor | 3 |
Zoomer Scout | Head | 3 |
Nightmare Striker | Tumor | 2 |
Nightmare Shooter | Tumor | 3 |
Nightmare Scout | Tumor | 1 |
Mother | Tumor | 5 |
Big Mother | Tumor | 5 |
Mega Mother | Tumor | 3 |
Tank | Tumor | 3 |
Kraken | Tumor | Varies |
Enemies which do not have a weakspot (and thus no weakspot multiplier) are Chargers, Big Chargers, Charger Scouts, Snatchers, the Immortal, and the Nightmare Giant.
Extra Details[ | ]
- While targeting enemies from behind does deal bonus damage through the Back Multiplier, the backs of enemies do not count as weakpoints for the purpose of the Precision Multiplier being applied.
- However, targeting an enemy's head while behind them will use the Precision Multiplier (as well as that enemies Head Multiplier) in addition to the Back Multiplier. Often, when targeting an enemy's head from behind players will refer to the Occiput Multiplier (given by the product of that enemy's Head Multiplier and the maximum Back Multiplier). E.g. the Occiput Multiplier for a Shooter would be . The Occiput Multiplier (for the enemy) then gets applied in addition to the Precision Multiplier (for the weapon).
Example Calculations[ | ]
All calculations are done assuming the weapons deal full damage, not diminished by falloff.
Headshotting a Striker with the DMR[ | ]
The Striker's remaining health is .
Headshotting a Shooter from behind using the SMG[ | ]
We will assume that we are directly behind the shooter, and thus benefit from the maximum Back Multiplier.
The Shooter's remaining health is .
Headshotting a Giant with the Sniper[ | ]
The Giant's remaining health is , so the Giant dies.
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