Venator Ult is scaling incorrectly with the sharpshooter damage buff.

solomondort

New member
Venators ultimate is scaling with sharpshooter's additive damage. It's applying the bonus damage of the item to the total damage output. In my last street brawl a single shot was dealing 2500 on a Venator with Enhanced sharpshooter.

can be replicated in training and base.

Match ID: 55632937
 
Last edited:
seems to be scaling with point blank & close quarters as well. Both damage bonuses are added onto the TOTAL damage (Damage & bonus pure damage)
 
The items affected are those that provide conditional +weapon damage% based on the enemy. Close Quarters/Point Blank, Long Range/Sharpshooter, and Opening Rounds. It has something to do with bullet growth from boons, as the effect does not occur at level zero.
 
His ultimate seems to scale incorrectly in general. Even just the base weapon damage modifier doesn't give the result it having a 1.7 times scaling factor would result in it having. On top of that, ballistic enchantment doesn't effect its damage either.

I haven't checked the other skills yet but there's a decent chance they are also bugged so probably should check those as well.

Edit: Confirmed that ballistic enchantment also doesn't affect the other abilities when you activate it so somewhere the weapon damage scaling isn't mapping correctly or something like that.

Edit 2: Yeah in general the scaling's don't seem to match the ratios the tool tips list, nor does it seem to be based on the damage of his actual default bullets instead (not that I expected it to be, just was my next best guess) so while the number does go up when you have more weapon damage, it isn't scaling off of any numbers I can find. It almost seems like there's a different behind the scenes number being accessed by the skills which makes figuring out why things aren't working more difficult but hopefully this thread is enough for yoshi. Basically no item passives seem to work and only the base weapon damage percent does along with in consistent in item values you may have that don't require some passive or active to be triggered. Even then, the increase in skill damage doesn't match the actual weapon percent I have which was very easy to check with the shotgun since it just has a 1-1 scaling ratio, though checking the math for his ultimate also showed the numbers not matching.
 
Last edited:
So doing the math, unless there's something I'm missing, the actual ratios of his abilities seem to be as follows:

Ability 1 has 3.45 ratio (that seems likely very incorrect/unintended)
Ability 2 has 1.66666 ratio
Ability 4 has 1.42 ratio

So yeah not really sure what happened or is going on.
 
I had a game where near the end I one-shot several people, including a 2k health Drifter.
I checked the replay from his end and from the damage recap it looked like my ult connected 10 times and did a total of 10k damage?
I did have Opening Rounds.
Match ID is 55661081 if anyone wants to take a look.
I have a hunch it might be connected to doing headshots?
 
So doing the math, unless there's something I'm missing, the actual ratios of his abilities seem to be as follows:

Ability 1 has 3.45 ratio (that seems likely very incorrect/unintended)
Ability 2 has 1.66666 ratio
Ability 4 has 1.42 ratio

So yeah not really sure what happened or is going on.
I'd be curious to know how you calculated these, from my testing for the ult specifically there were no issues with anything except the conditional items based on enemy eg long range and opening rounds. It was doing the 1.7x multiplier correctly, eg. with max weapon investment and no other sources of +weapon damage% (total of +135%) the damage is 120+1.7*135=349.5, which it was doing correctly.
 
I'd be curious to know how you calculated these, from my testing for the ult specifically there were no issues with anything except the conditional items based on enemy eg long range and opening rounds. It was doing the 1.7x multiplier correctly, eg. with max weapon investment and no other sources of +weapon damage% (total of +135%) the damage is 120+1.7*135=349.5, which it was doing correctly.
wait, so it just treats the weapon percentage as if it was a flat number and not a percentage? that's a weird way to do it imo but fair enough if it's working as intended. In that case it's just item passives not working.
 
Just had a thought - what if it's that the ult is getting amped by weapon damage a second time because it's technically a "gun"?
 
Oh another quirk of this item bug seems to be things that reduce his weapon damage don't affect his abilities either (noticed it when playing graves but i'm guessing it applies to anything that effects weapon damage negatively)
 
Back
Top