mazaahaarotto
New member
TL;DR: I think Lucky Shot doesn't just amplify Fixation's damage bonus. Haze gets to double dip on this bonus with a Lucky Shot proc, with the second 'dip' not even being subject to ranged damage fall-off.
Shamelessly copy/pasted from my own post on Discord.
Just tested this out.
I was already aware that Lucky Shot roughly amped Fixation's damage and provided one extra stack on proc, and I have already posted about it here, but I wasn't sure on the specifics.
Some basic sandbox testing, all done with 60 stacks of Fixation (maxed), at max level with just Lucky Shot equipped:
Bullet damage on stat screen (as reference): 11.6 (5.4+3.14+3.21) base+level+mods
Close range non-proc: 41~42 damage per bullet
Close range proc: ~81 damage per bullet
Medium range (yellow indicator, about 45m from target, ~50% fall-off) non-proc: ~20 damage per bullet
Medium range proc: ~55 damage per bullet
Long range (red indicator, about 80~90m from target, ~90% fall-off) non-proc: 4~5 damage per bullet
Long range proc: ~35 damage per bullet
As you may be able to see, there's already a discrepancy at close range. The expected damage from a Lucky Shot proc should be about 73~75 per bullet, but there's a 6~8 damage difference. So it's not just ranged fall-off shenanigans affecting the damage. I also briefly tested this with a bunch of weapon damage boosting items, and the gap between the expected and real results of the close-range test grew smaller.
Here's my conclusion.
I believe that the way Lucky Shot works is that instead of a simple amplification, it instead shoots some sort of phantom bullet which contains the 'amplification' of the original shot. This phantom bullet can't headshot or trigger most on-hit effects, with Fixation being the (only?) exception. Whilst the phantom bullet itself is subject to damage fall-off, I think it can trigger Fixation without fall-off. This would explain the extra Fixation stack on proc as well as the damage discrepancy from earlier.
Here's how I think the math works out with the above examples:
-Close range:
Regular bullet: 11.6 base damage + 30 damage from Fixation
Phantom bullet: 9.28 amp + 30 from Fixation
Results in 80.88 damage
-Medium range:
Regular bullet: (11.6+30) subject to 50% damage fall-off = 20.8 damage
Phantom bullet: 9.28 subject to 50% fall-off = 4.64 (+30 from fixation exempt from fall-off)
Results in 55.44 damage
-Long range:
Regular bullet: (11.6+30) subject to 90% damage fall-off = 4.16 damage
Phantom bullet: 9.28 subject to 90% fall-off = 4.64 (+30 from fixation exempt from fall-off)
Results in 35.088 damage
I encourage others to test this out themselves, as I am just one person out of their depth, and I could very well be wrong.
Shamelessly copy/pasted from my own post on Discord.
Just tested this out.
I was already aware that Lucky Shot roughly amped Fixation's damage and provided one extra stack on proc, and I have already posted about it here, but I wasn't sure on the specifics.
Some basic sandbox testing, all done with 60 stacks of Fixation (maxed), at max level with just Lucky Shot equipped:
Bullet damage on stat screen (as reference): 11.6 (5.4+3.14+3.21) base+level+mods
Close range non-proc: 41~42 damage per bullet
Close range proc: ~81 damage per bullet
Medium range (yellow indicator, about 45m from target, ~50% fall-off) non-proc: ~20 damage per bullet
Medium range proc: ~55 damage per bullet
Long range (red indicator, about 80~90m from target, ~90% fall-off) non-proc: 4~5 damage per bullet
Long range proc: ~35 damage per bullet
As you may be able to see, there's already a discrepancy at close range. The expected damage from a Lucky Shot proc should be about 73~75 per bullet, but there's a 6~8 damage difference. So it's not just ranged fall-off shenanigans affecting the damage. I also briefly tested this with a bunch of weapon damage boosting items, and the gap between the expected and real results of the close-range test grew smaller.
Here's my conclusion.
I believe that the way Lucky Shot works is that instead of a simple amplification, it instead shoots some sort of phantom bullet which contains the 'amplification' of the original shot. This phantom bullet can't headshot or trigger most on-hit effects, with Fixation being the (only?) exception. Whilst the phantom bullet itself is subject to damage fall-off, I think it can trigger Fixation without fall-off. This would explain the extra Fixation stack on proc as well as the damage discrepancy from earlier.
Here's how I think the math works out with the above examples:
-Close range:
Regular bullet: 11.6 base damage + 30 damage from Fixation
Phantom bullet: 9.28 amp + 30 from Fixation
Results in 80.88 damage
-Medium range:
Regular bullet: (11.6+30) subject to 50% damage fall-off = 20.8 damage
Phantom bullet: 9.28 subject to 50% fall-off = 4.64 (+30 from fixation exempt from fall-off)
Results in 55.44 damage
-Long range:
Regular bullet: (11.6+30) subject to 90% damage fall-off = 4.16 damage
Phantom bullet: 9.28 subject to 90% fall-off = 4.64 (+30 from fixation exempt from fall-off)
Results in 35.088 damage
I encourage others to test this out themselves, as I am just one person out of their depth, and I could very well be wrong.