Deadlock Damage Calculator

Estimate Deadlock hit damage from base, multiplicative spirit/weapon/bonus %, headshot multiplier, and resist—planning math for build comparisons.

Inputs

Planning model only—multiplicative amps and one combined resist %. Live matches can differ.

Base damage

Per-hit or per-tick value before your stats (tooltip, range log, or practice dummy).

Damage amplification

First multiplicative layer. Enter percent: +18 → type 18.

Second multiplicative layer after spirit (same % convention).

Optional lump % (talents, buffs) before headshot. Empty defaults to 0.

Hit modifier

1 = body hit; ~1.5 = typical crit/head for comparisons. Empty defaults to 1×.

Target resistance

One combined damage-reduction percent for this hit type. Empty defaults to 0.

Estimate

Estimated damage

74.2

Rounded to 1 decimal

After amplification
63.4
After headshot (×)
95.2
After resistance
74.2
Final (rounded)
74.2

How this estimate works

Amplification stages are multiplied in order: spirit, then weapon, then bonus. Resistance is one combined percentage applied last. Values may differ from live gameplay because of patches, hidden mechanics, rounding, falloff, or effects outside this model.

  1. After amplification = base × (1 + spirit%/100) × (1 + weapon%/100) × (1 + bonus%/100), with each % clamped to the ranges shown on the inputs.
  2. After headshot = after amplification × headshot multiplier (clamped 13×).
  3. After resistance = after headshot × (1 − resist%/100), resist clamped to 095%.
  4. Final damage is rounded to one decimal for display.

Use this to compare builds with numbers you already trust from tooltips or training mode—not as a complete Deadlock combat simulator.

Frequently Asked Questions

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