Deadlock Damage Calculator

Plug in base damage, spirit scaling, and bullet resist to compare ability damage across builds—fast math for Deadlock theorycrafting.

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Planning estimate only. Compare builds using your own tooltip or training-mode numbers. In-game damage can differ (falloff, talents, patches, damage types).

How to use

  1. Enter base damage from the ability or weapon as you read it in-game.
  2. Add spirit / weapon % and optional bonus % from your build.
  3. Set headshot multiplier and target resist to see the pipeline.
  4. Use the breakdown to see which step moved the number most—not for exact match damage.

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

First multiplicative layer: enter as percent (+18 → type 18).

Second layer, multiplied after spirit (same % convention).

Lump extra % (talents, buffs) before headshot—optional.

1 = body, ~1.5 = typical crit—match what you care about for this comparison.

Damage reduction as a percent (0–95). Use the type that matches this ability.

How this estimate is calculated
  1. Scaled core = base × (1 + spirit/100) × (1 + weapon/100) × (1 + bonus/100). Inputs are clamped in code to keep extremes readable.
  2. After headshot = scaled core × headshot multiplier (1–3).
  3. After resist = after headshot × (1 − resist/100), resist capped at 95%.
  4. Final line is rounded to one decimal for display.

Order and stacking are a deliberate simplification—tweak lib/games/deadlock/damage.ts if your testing suggests a different model.

Estimated damage

74.2

Scaled core
63.4
× headshot
95.2
× (1 − resist)
74.2
Rounded
74.2

More Deadlock tools

  • Deadlock Stat Scaling

    Compare spirit, weapon, and bonus % between two snapshots—see how the combined scaling multiplier changes before you run full damage math.

  • Deadlock Burst Combo

    Sum final damage for a sequence of hits with shared stats—quick burst or combo totals using the same pipeline as the damage calculator.

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