Gunfire Reborn

Gunfire Reborn

229 ratings
Damage and Interactions [OLD INFO-GRAPHIC] 22/07/26
By Walterx8 and 1 collaborators
How things works on a deeper level. Numbers & Values (as well as hidden-ish interactions)
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**OLD INFO-GRAPHIC**
Injector Abuse (Wait for Good locking)

Injectors have a weird mechanic with some inscriptions and effects. While the beam is firing it is considered 1 attack, allowing some skills to never turn off for the entire beams duration.
  • +50% Elemental Effect Chance whenever hitting an enemy, but remove all bonuses on a miss.
    As long as you hit a enemy once with the beam it stays stacked.

  • +0.2x CritX on Crit Hit (The bonus can stack but will be reset on Normal Hit/Miss)
    As long as you Crit a enemy once with the beam it stays stacked. The bonus CritX does not take into effect until the beam is refired

  • +150% Lucky Shot chance for next shot after making Crit Hit 3 times in a row.
    After 3 Crits in a row it stays active throughout the beams duration


  • Gain a buff for 4s every 10s. Grants +100% Elemental DMG and guarantees Elemental Effects with the buff.
    A beam started while the buff is active will keep the effect active.


  • First shot after each 10s will deal Crit DMG.
    a Beam started while its active will keep the effect active.

    Energy Blade, Fatal Current & Lightning From Void is disabled for Injectors.

Damage reduction

There are two main ways to get Damage Reduction (DR).
First being from ascensions from the different characters and the other being from scrolls.
ALL damage reduction is multiplicative, example:
150 Dmg hit -> DR talent + Flowing Wind + Sanguine Relic = 150 x 0.85 x 0.8 x 1.5 = 153 taken

You can think of "Effective Damage Reduction" example being Hex smokes Tiers 1-3 (50-60-70%). T1 makes a 200 Dmg hit go to 100 (50% reduced). Next T1 -> T2 makes it go from 100 to 80 which is a 20% Dmg reduction, and then T2 -> T3 put it from 80 - 60 (a 25% Dmg reduction)



Talent:
Damage Resistance: -15%

Scrolls:
Snow Boots: -50% (traps)
Corrosion Enthusiast: -20%
Tactical Reload: -20%
Flowing Wind: -20%
Persistent: up to -49.5% [-79,2%]
Arms Dealer: -20%
Mutual Respect: 5-20%
Mystic Mirror: -20%
Dual Edge 0~+100% [+20%]
Sanguine Relic: +50%
Spirit Feline: +100%
Deflection Shield: -90%/+90%
Reinforced Eggshell: -30%/+30%
Old Battle Boots: +100% (traps)
Fragile Body: up to +24.75%


Characters:
: Adrenal Rush up to -40%, Golden Comeback up to -30%
: Hex Smoke up to -70%
: Steel Armor up to -100%, Last Stand up to -40%
: Voltaic Aegis (10-30%)-(20-100%)
: Sword Defence up to -70%, Cursed Mark up to -50%

With a Reinforced Eggshell & Persistent (low hp)+ Max Hex smoke a 200 hit would be reduced to a mere 21,21 damage. but Deflection shield alone would make 200 into 20 aswell.
One big DR is what truly matters.

Staggering

Staggering not only disables and knocks the enemy back for a short duration, but it can also interrupt enemy attacks and put them on cooldown. For example, a Longbow-Man or Bandit Retainer who has their attack interrupted will not be able to use it again until their internal cooldown is up. (These specific enemies also have an interesting property where staggering them; it also deletes all of their current airborne projectiles).

How to stagger:
  • Hitting a regular (non-elite/boss) enemy with an attack that has a 'stagger property' normally has a 100% chance to stagger the enemy.
  • Attacks with the 'stagger property' include, most explosive weapons, explosive fusions, certain other weapons (ex. Argus, Goshawk, Swords), and some skills (Ao Bai's grenades and Qing Yan's Leap)

When enemies can resist Stagger:
  • Enemies cannot be staggered again if they were staggered within the last ~5 seconds. You cannot stagger an enemy again until this timer finishes.
  • Some enemies, such as Dark-faced bandit and White Shark are permanently immune to stagger.
  • Some enemies are immune to stagger only during certain animations (ex. Octopus is immune while firing, some enemies are immune during their dodge animation)
  • The Resistive prefix that some enhanced enemies have creates an aura that gives all enemies within range a ~50% chance to ignore stagger.
DMG Cap
The cap as some have noticed, sits at 10.000.000 (10mil)


Through using Elemental DMG against the right Health type, the damage can gain +50% reaching 15mil


Penetration bullet allows to go even further, as the dmg split between two health types still counts as 1 attack, but now both can possibly be 15mil

only had lightning for DPS phase, so 10mil+almost15mil
17 Comments
uppedtrout 29 Feb, 2024 @ 9:49pm 
VVVVVVlierrr
Kayda The Swaria🐾 25 Apr, 2023 @ 12:16pm 
i just get 30000000 dmg dealt, and i didnt have penetration bullet
EMP 31 Dec, 2021 @ 12:00pm 
cool, now for the hard part... finding players.
Walterx8  [author] 9 Sep, 2021 @ 6:52am 
Pyro 3 does not boost Scorching rounds in any special way, that screenshot was a Fire Tower + Fire Tower, but you can do it with any combo really.
As the Graph in the "Elements" section describes, Corrosive + Fire would be the most universally "good" out of all combos. but Fire as secondary Gemini is Usually the way to go as ALL enemis has Health (Red HP)
WesLee 9 Sep, 2021 @ 3:20am 
Oh okay i get it.

Just another question, in the screenshot u provided, did u use fire tower and aura of venom together? Or another combination? because i came here from 'SligthRNG' video and saw u using the combo of 'scorching rounds' and 'piercing flame'.

what made sense to me, because the explosion on hit from scorching rounds also gets amplified because of pyro 3 if im not mistaking.
Walterx8  [author] 8 Sep, 2021 @ 11:08pm 
hello
3000x12 is indeed 36000 dmg, but remember that the initial hit is not removed, so the total damage is 39000 dmg (x13).
For consistency, Fire Tower or Aura of Venom gives highest elemental% allowing it to happen more often.
WesLee 8 Sep, 2021 @ 8:48am 
hey walter, i under stand most part of where these numbers come from and how they are calculated, but where does the (x13) come from? in the section where u mention:

"Combining the double hit against a HP enemy with Pyrodominancy 3, a 3000 hit can get a total of 18000+18000 bonus dmg if lucky (x13)"

i get the 18000 part but x13? If u mean the 18000+18000 = 36000. so that is 3000 x 12 (not 13 xp)

And also the screenshot u provide under it, how did u get a dmg number of 253384??

my highest dmg dealt is 318541 but i dont even know how or when. Are these dmg numbers you can consistently get out or is this pure luck?
owange •⩊• 18 Aug, 2021 @ 11:05am 
thanks for the guide! do you know how far 15m is in-game? asking to better understand the deflection shield scroll
Walterx8  [author] 2 Aug, 2021 @ 9:02am 
its per player, team-members can't help with spores
Iron Predator 2 Aug, 2021 @ 6:54am 
Is it possible to have multiple teamates with the spore gemini to pop each others spores or is it individual per player?