Original Post on Wikia
When there are several different sources of the same modifier, the totals are cumulative. This total can be either positive or negative.
- For example:
+50% Damage from Weapon Proficiency
+100% From class mods
+25% From Skills
Grand Total: +175% Damage
-50% Recoil from Barrel5
+20% Recoil from Body2
Grand Total: -30% Recoil
Note that the "additive" effect is only for a given stat. In particular, "WeaponDamage", "MeleeDamage", "BulletDamage" and "CriticalDamage" are all stats that grow independently. Because the final damage output is the multiplication of all these fields (when applicable), getting bonuses for each of these fields will yield exponential results.
- A character with "+50% weapon damage" mod, with a weapon with "+100% melee damage" weapon will melee for a total of 300% of the weapon's base damage.
- A character with "+15% Bullet Damage", and a Mod with "+80 Shotgun Damage" will strike foes with the shotgun for 1.15 * 1.80 = 207% of the weapon's base damage.
Once the grand total is calculated, it is applied as a whole to the corresponding value (and NOT 1 for 1): Having two +100% Damage modifiers will TRIPLE damage, NOT quadruple it.
If the total is positive, then it is pretty straightforward when applied. For instance:
wielding a weapon with a base 100 damage, and with a +175% Damage modifier, the gun will deal 100*(1+1.75) = 275 Damage.
When the total is negative, Borderlands uses another formula. Instead of directly applying the modifier, Borderlands applies it to a reciprocal function. For instance:
For a weapon w/ a spread modifier of -130% from a barrel5, the modifier will be of 1/(1 + 1.3); if that gun had a base spread of 2, the final spread would be 0.87.
The rationale for this mechanic is to have the same scale of effect, regardless of the modifier's sign (+ or -).
A notable list of stats that are affected by this rule are:
- Damage: Many weapon parts actually have negative bonuses.
- Spread: Very often breaks the -100% bar.
- Damage reduction: Brick's Juggernaut skill; Lilith's Silent Resolve and Resilience skills; Roland's Grit skill.
- -50% Damage Reduction => Player takes 66% Damage
- -100% Damage => Player takes 50% Damage
- Recoil: Internally, the game uses a "Recoil" stat, which it displays as its inverse, "Recoil Reduction"
Scope of the modifiers:
Modifiers have two scopes: Gun and player. Basically, a gun will have its own internal modifiers, but these are invisible to the outside world (gun card). The gun will appear as a "base" to the player. The "Player's" modifiers will NOT mix with the gun's modifiers.
- RecoilRed.=WeaponPerShotAccuracyImpulse (As listed in WillowTree)
- When you're modding a weapon or item you can use any titles or prefixes together, also you can use two titles in combination or prefixes as well. Furthermore, the weapon titles do not have to correspond with the weapon type. For instance, you can use "Twisted"(SMG Prefix) on a Revolver or "Death"(Assault Shotgun Title) on a Sniper Rifle. Mix, remix, and match, just have fun with it like, "Bitch Bastard"!
- Keep in mind that the extra effects might not be listed or readily apparent in Willow Tree; therefore, there might be a bonus effect that is applied to the weapon in-game, so you'll have to test your hypothesis' on the battlefield (Not all stats are accurately listed on this page either).
- Emboldened stats are the most you'll see that statistic increased for that particular deportment. For instance, 50% damage increase for the "Twisted" prefix is the highest damage % increase you can add to a weapon. In theory: "Twisted Harpoon Rage Gamble Peashooter" would have the best all-around stats for any weapon type!
|Part Name||Damage Mod||Accuracy Mod||Fire Rate Mod||Tech Level Mod||Recoil Reduction||Extra Effect/Notes|
|gd_weap_assault_shotgun.Prefix.Prefix_Quality3_Fatal||12%||-||-||1||-||"Fatal" [Premier Shotgun Prefix]|
|gd_weap_assault_shotgun.Prefix.Prefix_Reload1_Angry||-||-||20%||-||-||30% reload speed. "Angry"|
|gd_weap_assault_shotgun.Title.Title_HighSpread1_Sweeper||-||-||-||-||-||Add 1 projectile per shot. "Sweeper"|
|gd_weap_assault_shotgun.Title.Title_Spread_Death||-||25%||-||2||-||+15% critical damage. "Death" [Listed Incorrectly in WT 200%]|
|gd_weap_combat_rifle.Prefix.Prefix_Damage1_Punishing||20%||-||-||-||-||"Punishing"/ adds 50% knockback|
|gd_weap_combat_rifle.Prefix.Prefix_LowDamage1_Short||-||-||-||3||100%||60% reload speed. "Short"|
|gd_weap_combat_rifle.Title.Title_Damage2_Stomper||50%||-||-||2||-||-200% projectile speed, decreases bullet velocity. "Stomper"|
|gd_weap_combat_shotgun.Prefix.Prefix_Spread1_Hunters||20%||-||-||-||-||Adds -20% projectiles per shot, MinAccuracy:-0.1500 "Hunter's"|
|gd_weap_combat_shotgun.Title.Title_HighSpread1_Scattergun||-||-||-||-||-||Adds 30% projectiles per shot. "Scattergun"|
|gd_weap_combat_shotgun.Title.Title_HighSpread2_Matador||-||-||25%||-||-||Adds 35% projectiles per shot. "Matador" [Supersedes "Scattergun"]|
|gd_weap_combat_shotgun.Title.Title_Projectiles1_Shredder||-||-15%||-||-||-||Adds 2 projectiles per shot. "Shredder"|
|gd_weap_machine_pistol.Prefix.Prefix_Quality3_Vile||12%||-||-||1||-||"Vile" [Premier MP Prefix]|
|gd_weap_machine_pistol.Title.Title_AccuracyLow1_Fury||-||-60%||25%||-||-||Adds 30% clip size. "Fury"|
|gd_weap_machine_pistol.Title.Title_Damage1_Torment||10%||-||-||3||-||Adds 2 rounds. "Torment"|
|gd_weap_machine_pistol.Title.Title_Firerate1_Rage||-||-||100%||-||-100%||500% burst fire count. "Rage"|
|gd_weap_names_shared.Prefix.Prefix_Quality3_Genocide||12%||-||-||1||-||"Genocide" [Premier Shared Prefix]|
|gd_weap_patrol_smg.Prefix.Prefix_Barrel3_Twisted||50%||-||-||-||-||Adds 50% clip size. "Twisted"|
|gd_weap_patrol_smg.Prefix.Prefix_Quality3_Malevolent||12%||-||-||1||-||"Malevolent" [Premier SMG Prefix]|
|gd_weap_patrol_smg.Title.TitleM_Dahl1_Wildcat||-||-||-||3||-||"Wildcat"/ Only Legendary title that adds TECH and rarity, "The ultimate close quarters feline."|
|gd_weap_patrol_smg.Title.Title_Firerate1_Stinger||-||-||-||-||15%||Adds 3 rounds. "Stinger"|
|gd_weap_patrol_smg.Title.Title_LowAccuracy1_Anarchy||-||-200%||-||-||-||Adds 30% clip size. Adds 2 projectiles per shot. "Anarchy"|
|gd_weap_repeater_pistol.Prefix.Prefix_Nasty||12%||-||-||3||-||Adds 2 rounds/ 10% reload spd/ 60% Knockback, "Nasty" [Supersedes "Noble"]|
|gd_weap_repeater_pistol.Prefix.Prefix_Noble||12%||-||-||3||-||Add 2 rounds/ 10% reload spd, "Noble"|
|gd_weap_repeater_pistol.Prefix.Prefix_Quality3_Wicked||12%||-||-||1||-||"Wicked" [Premier Repeater Prefix]|
|gd_weap_repeater_pistol.Title.Title_DamageLow1_Peashooter||-5%||-||-||-||200%||Adds 40% clip size. "Peashooter"|
|gd_weap_repeater_pistol.Title.Title_Firerate1_Needler||-||-||-||-||20%||Adds 2 rounds. "Needler"|
|gd_weap_revolver_pistol.Prefix.Prefix_Firerate1_Swift||-||-||-||-||30%||"Swift"/ 20% accuracy regen. rate|
|gd_weap_revolver_pistol.Prefix.Prefix_Quality3_Savage||12%||-||-||1||-||"Savage" [Premier Revolver Prefix]|
|gd_weap_rocket_launcher.Prefix.Prefix_Quality3_Colossal||12%||-||-||1||-||"Colossal" [Premier Rocket Launcher Prefix]|
|gd_weap_rocket_launcher.Title.Title_Accuracy1_Harpoon||-||50%||-||-||-||MinAccuracy[no movement & no shot fired]: -0.20 [closes the gap between reticle] WeaponSpread: -0.30 [decreases gap], "Harpoon"|
|gd_weap_rocket_launcher.Title.Title_Damage1_Destructor||15%||-||-||-||-||"Destructor"/ adds 100% knockback.|
|gd_weap_sniper_rifle.Prefix.Prefix_Quality3_Fearsome||12%||-||-||1||-||"Fearsome" [Premier Sniper Prefix]|
|gd_weap_sniper_rifle.Prefix.Title_FireRate1_Liquid||-||-||20%||1||-||20% reload speed/ 50% accuracy regen. rate, "Liquid"[Superior to "Swift"]|
|gd_weap_sniper_rifle.Title.Title_Accuracy1_Hawkeye||-||10%||-||-||-||25% Zoom [Only affects Snipers]. "Hawkeye"|
|gd_weap_sniper_rifle.Title.Title_LowAccuracy1_Gamble||-||-200%||-||5||-||Adds 50% Critical hit "Gamble" [Not visibly listed in WT, but applied in game.]|
|gd_weap_sniper_rifle_semiauto.Prefix.Prefix_reload1_Vicious||15%||-||-||3||-||80% reload speed. "Vicious"|
|gd_weap_sniper_rifle_semiauto.Title.Title_Accuracy1_Lance||15%||-||-||1||-||"Lance"/ adds 100% knockback.|
|gd_weap_support_machinegun.Prefix.Prefix_AccuracyLow1_Rowdy||-||-10%||-||2||-||Adds 30% clip size. "Rowdy"|
|gd_weap_support_machinegun.Prefix.Prefix_Damage1_Shattering||20%||-||-||-||-||Adds 50% knockback, "Shattering" [Equivalent to "Punishing"]|
|gd_weap_support_machinegun.Prefix.Prefix_Kick1_Glorious||-||-||-||1||100%||Adds 30% clip size/ 100% accuracy regen. rate, "Glorious"|
|gd_weap_support_machinegun.Prefix.Prefix_Quality3_Max||12%||-||-||1||-||"Max" [Premier SupportMG Prefix]|
|gd_weap_support_machinegun.Title.Title_Firerate1_Havoc||-||-||-||-||-||Adds 20% clip size. "Havoc"|
When a player fires a weapon, the shots will not go perfectly towards the reticle. Instead, they will fire at random angles into a cone. The angle of this cone depends on several internal game parameters, the most important of which are spread and accuracyPool, both measured in degrees.
The full angle of the firing cone (far side to far side) equals spread + accuracyPool when firing from the hip, and just spread when aiming down the sights.
Main article: Accuracy (weapon)
- Note: The term "aperture" refers to the total angle of spread (e.g. far left to far right). To get the angle of deviation from center, halve the aperture.
- Base spread is determined by the weapon type. The parts of the weapon may modify the weapon's spread; the resulting spread completely determines the "Accuracy" on the weapon card.
- For Example: An Accuracy of 100 means the weapon has 0 spread; every 12 points of Accuracy lower than that equates to one degree of spread aperture. For example, 70 accuracy corresponds to 2.5° of spread aperture.
Spread = (100 − weapon card accuracy)/12
weapon card accuracy = 100 − 12 × spread
Spread is affected by:
Skills that affect "accuracy", namely Focus, Enforcer, and Scattershot.
Weapon scopes when aiming down the sights. Unlike other modifiers, this multiplies the spread directly.
- Main article: Accuracy (character)
AccuracyPool is a dynamic value and depends on several other statistics:
AccuracyPool starts at accuracyMinimum. Whenever the character fires a shot, it increases by recoil, up to a maximum of accuracyMaximum. If the character stops firing, after a delay of accuracyIdleRegenDelay, it begins to decrease at a rate of accuracyRegenRate until the character fires again or it reaches accuracyMinimum.
Like spread, the base value for all of these five statistics is completely determined by the weapon type. Of these five statistics, ONLY recoil modifiers are visible in the in-game text, as "Recoil Reduction".
When aiming down the sights of a weapon, the player's scope will "sway" randomly. The amount appears to be approximately proportional to accuracyPool, though there is always some initial sway even if accuracyPool is zero. Over time the amount of sway will drop, eventually reaching an amount proportional to accuracyMin, which is zero when aiming down the sights for Sniper Rifles and SMGs. The rate at which this happens appears to be determined by accuracyRegenRate, which is listed as "stability" under the Sniper Rifle weapon proficiency. If the character fires, re-scopes, or is hit the sway resets. Note that accuracyPool is computed differently when aiming down the sights rather than when firing from the hip, and that movement does NOT cause the sway to reset.
Shake and muzzle climb
In addition to the above effects, firing a weapon may cause the player's screen to "shake" randomly (regardless of whether the player is firing from the hip or aiming down sights). Often this movement has an upwards bias, which simulates muzzle climb of the weapon. These effects seem to be proportional to recoil; therefore, weapon parts that reduce recoil also reduce these effects.
The base value of accuracyIdleRegenDelay is 0.2 seconds for ALL weapons.
- Note: It is unknown whether recoil changes when aiming down the sights.
Many of the values below are taken from the Gear Calculator itself.
|Weapon type||Hip AccuracyPool||Sight AccuracyPool|
|Assault Rifle (Combat Rifle)||1.30||1.50||12.00||-8.00||1.00||8.00||-6.00||3.50|
|Shotgun (Assault)||7.00||2.00||12.00||-8.00||1.00||12.00 ||-8.00||7.00|
|Shotgun (Combat)||6.50||2.00||12.00||-8.00||1.00||12.00 ||-8.00||8.00|
|Sniper Rifle (Pump-Action)||0.40||5.00||12.00||-6.00||0.00||12.00||-6.00||15.00|
- 2.00/ 2.01 /2.02/ 2.03/ 2.04/ 2.05/ 2.06/ 2.07/ 2.08/ 2.09/ 2.10/ 2.11/ These have special stock modifiers.
- 3.0/ 3.1/ Shotguns appear to have a built in +400% bonus to AccuracyMax when aiming down the sights.
- 4.0/ 4.1/ Semi-automatic Sniper Rifles appear to have a built-in +70% bonus to Regen Rate.
|Stock||Special AccuracyPool modifier|
- This table gives a complete listing of what affects or is affected by each stat:
|Effect type||Spread||AccuracyMinimum||AccuracyMaximum||Recoil||Accuracy Regen Rate|
|Firing from the hip||Yes||Yes||Yes||Yes||Yes|
|Firing while aiming down the sights||Yes||Yes||Yes||Yes||Yes|
|Loyalty Accuracy COMs ||Yes||?||?||-||-|
|Non-Loyalty Accuracy COMs ||-||Yes||Yes||-||-|
|Weapon proficiency Accuracy||-||Yes||Yes||-||-|
|Weapon proficiency Stability||-||-||-||-||Yes|
|Weapon card Accuracy||Yes||-||-||-||-|
- 1.0 1.1 1.2 1.3 Only via screen effects (sway, shake, muzzle climb).
- 2.0 2.1 http://forums.gearboxsoftware.com/showthread.php?t=140611
- Applies a multiplicative bonus only when aiming down the sights.
Projectile velocity is the speed at which a projectile travels within the game. The bullets, however don't reach their targets instantaneously in Borderlands, and this criteria should be taken into account when choosing a specific weapon or title. Furthermore, NOT all weapons fire their projectiles at the same speed.
While playing Borderlands it'll become obvious that things such as rockets will move slower, rather than the speed of a bullet. It is still worthwhile to mention again that not all bullets move at the same speed, since the discrepancies in weapon velocities become harder to discern.
Some very high damage weapon variants, such as the Cold Machine Pistols or Stomper Combat Rifles for example, come with a significant bullet velocity reduction. Even as a whole some classes of weapons will simply have slower bullets, such as SMGs and Repeater Pistols. Combat Rifles and Revolvers, on the other hand, all have relatively high bullet velocities.
- The following list contains the projectile velocities of most the weapons in Borderlands. These speeds were measured by: user Scottes on the Wikia Borderlands Forum Thread. The Weapons listed with an asterisk [*] have not been directly measured, but their speeds were extrapolated from existing data. Lastly, the Red Flavor Text below shows the modifiers that affect the velocity that are not inherently found within the base weapon data itself.
The speeds were originally measured in game units listed below as "speed (units)". They are also given in mph, and are expressed in comparison to the base projectile speed of a SMG. for reference purposes.
|Weapon||Speed (units)||Speed (mph)||Speed(Relative to SMG)|
|Carnage [rocket accessory]*||3000||24||0.22x|
|Cold Machine Pistol [accessory]*||3750||31||0.28x|
|Evil Rocket Launcher [accessory]*||6000||48||0.45x|
|Evil Harpoon [accessory+title]*||9000||72||0.67x|
|Semi-Automatic Sniper Rifle||30000||248||2.31x|
|Eridian Thunder Storm||8000||66||0.62x|
|Eridian Ball Blaster||800||6||0.06x|
|Longbow Grenade||Not Measured||Not Measured||Not Measured|
Rate of Fire (or Fire Rate) is a weapon stat, and represents how fast a weapon will shoot when the trigger is pulled.
The Numeric Rate of Fire:
Every weapon has a numeric Rate of Fire. This is roughly the number of times the weapon can be fired in 1 second. For example, a Sniper Rifle with a 0.4 Fire Rate will fire once every 2.5 seconds. An SMG with a Fire Rate of 4 will fire 4 times per second.
Semi Automatic vs Fully Automatic:
- A Fully Automatic weapon will re-fire as soon as possible, so long as you keep your finger on your trigger. In this sense, it will make full use of its rate of fire.
- A Semi-Automatic weapon will only fire a shot when you pull the trigger. This will give it an overall slightly slower Rate of Fire, than its numeric capacity, as you will always fire a split second after the weapon has fired.
It is possible to fire as fast as a semi-automatic weapon will allow by releasing the fire button, then pressing and holding it before the next shot can be fired. As a result this will fire the next round on the earliest possible frame. Furthermore, this pattern can be repeated until the magazine is emptied.
- Example: AR.G Crimson Destroyer
Now this weapon doesn't fire as fast as you might think.
Burst Fire Weapons have a very misleading fire rate. These weapons fire several bullets in quick succession with each pull of the trigger, rather than fire continuously while the trigger is held down as a Machine Gun would. The given fire rate describes how quickly shots will be fired during a single burst, but it provides no indication of how long the pause between bursts will last.
Assault Rifles are a typical example of this burst fire discrepancy. They will fire in short bursts of (usually) 3 bullets, and then pause for a specific amount of time. Even though an Assault Rifle may have a fire rate of 10, if it can only fire a burst every 1 second, its true fire rate will actually be 3.3. Unfortunately, there is no way to know this 'burst fire rate' but to equip the weapon and try it.
- This is true of any weapon with "increase burst fire count", such as some machine pistols. The rate of fire will apply only during bursts, and gives no indication of the actual time between two bursts.