Weapon Damage
Modifier · offense
Scales the standard damage pool of each shot — the roll between the weapon’s minimum and maximum — before any mitigation runs. Bonuses sum into one additive pool, and the standard pool only: isolytic damage is a separate pool with its own multiplier. Aimed at the enemy it becomes damage reduction, which is not mitigation: it shrinks the pool that every mitigation percentage applies to, so a crew can take far less damage at a lower mitigation rate. The reduction joins the target's own Weapon Damage bonuses in that same pool rather than multiplying them: a hostile at +6,600% facing a −30% cut fires at 1 + 66 − 0.3 = 66.7×, not 67 × 0.7, so a cut is worth least against a target that buffs its own damage hardest. Reductions can be scoped to one weapon type by an Energy or Kinetic condition rather than by a separate stat, and such a cut is worth only the share of that target's output which comes from weapons of that type — a −30% Energy cut removes 30% against an all-energy hostile, 22.5% against one firing 75% energy, and nothing at all against a purely kinetic one. A bonus given as a share of an officer stat (“500% of the crew’s Attack as damage”) is not part of that pool: it is a fixed amount added to every shot after the Weapon Damage bonuses have scaled the roll, so those bonuses never multiply it. Isolytic damage is sized from the shot with that amount included. Measured on three fights that differed only in the officer and the crew’s Attack, the extra damage followed the crew’s Attack and matched “added after the bonuses”, both to within 0.05%; “added before” would have been 173 times larger.
- Canonical key
- AllDamage
- Game code
- 2
- Game name
- CLIENTMODIFIERTYPE_MODALLDAMAGE
- Subsystem
- offense
- Badge shorthand
- Weapon Dmg