Gunfire Reborn Wiki

Damage is done by hitting enemies with weapons, using skills or triggering effects from scrolls and ascensions. If the target has Armor? or Shields?, damage is usually applied to them first before dealing damage to Health?.

Damage is always a factor of 2 different categories: The elemental type that the attack inflicts, and the damage types that the attack is boosted by. Other factors such as Critical Hits and Lucky Shots may also be included, but not always.

Elemental Types[]

There are five different elements of damage that can be dealt: Normal, Fire?, Lightning?, Corrosion? and True?. Anything that does not explicitly deal one of the other damage types deals Normal damage.

Fire?, Lightning? and Corrosion? additionally has a chance to inflict elemental effects in the form of Burning?, Shock? and Decay?, respectively.

Elemental Effectiveness[]

Each damage type has a certain amount of effectiveness towards different health types, increasing or decreasing the total damage.

When using the Element share(full text) inscription, the highest bonus is chosen (Example, Fire? and Lightning? will deal 150% to Health? and Shields?, but 75% to Armor?).

Normal damage Fire? Lightning? Corrosion? True?
Health? 100% 150% 75% 75% 100%
Shields? 100% 75% 150% 75% 100%
Armor? 75% 75% 75% 150% 100%

True Damage[]

True? damage is unaffected by enemy health types, dealing full damage regardless of any damage penalties or damage reduction. However it also gains no advantage from increased damage or increased damage taken.

  • Miasma? deals True damage for 5 seconds, based on the enemy's maximum Health?, stackable up to 9 times.
  • Electric Circuit deals True damage to other linked enemies based on damage dealt to the initial linked enemy.
  • Bloody Drill inflicts Bleeding which does True damage over time directly to Health.
  • Poisonous Ghost's Weapon Skill? does True damage based on the enemy's current Health and Shields?/ Armor?.
  • Giant Slayer deals True damage based on a percentage of the target's current health, up to 2000 damage, making it highly effective with a high rate of fire against bosses.
  • Final Judgment will inflict an Instant Kill? on normal enemies below 15% Health, or bosses below 8%.
  • Broken Gun grants a 15% chance that a hit will deal only 1 True damage.
  • 25% instant kill on crit(full text) will inflict an Instant Kill? with a chance, but only on normal enemies.
  • Bladed Cleave will inflict an Instant Kill? on normal and elite enemies below 25% Health, or bosses below 15%.
  • Ice Blade deals up to 5000 True damage with flying swords depending on the target's current health percentage.
  • During Reincarnation Level 8 Challenge Events:
    • One event causes all damage toward enemies beyond 12m to become 1 True damage.
    • Another event allows Foundry to deal True damage equal to enemy's total health upon a crit. The value can go over 999,999 during multiplayer.

Damage Types[]

Damage types determine what is boosted by certain bonuses. Attacks will always belong to at least 1 damage type, but depending on what it is it can have more.

For example, Tiger Cannon is a weapon that causes an Explosion?. By being a weapon, it is boosted by bonuses to weapon damage. Additionally by inflicting explosions, it is boosted by both skill damage and explosion damage bonuses.

Another example, Thunder Screen is a scroll that deals Lightning? damage. Since it is not a weapon, it is boosted by skill damage. Additionally by having its elemental type be lightning, it is boosted by both elemental damage and lightning damage bonuses as well.

Weapon Damage[]

Almost all damage caused by weapons is considered Weapon damage. It is the most common source of damage, and has the largest number of effects that boost it.

Skill Damage[]

Anything that is not considered to be a weapon will deal Skill damage. Effects that deals skill damage are:

Note: Effects that boost a certain type of skill specifically, such as Fulminous Zap, Energy Sandals and Skill Freak will only apply to those skills.

Elemental Damage[]

Weapons and other effects that deal Fire?, Lightning? and Corrosion? damage are grouped together as Elemental damage. Additionally all 3 elemental types have their own specific damage bonuses. All other weapons need a Elemental DMG convert(full text) inscription to deal elemental damage.

Multiple scrolls improve or interact with all three types of elemental damage:

  • Elemental Relic increases elemental damage after killing an enemy under any elemental effect.
  • Elemental Cube increases one elemental damage type, randomized after each reload.
  • Elemental Convergence increases elemental damage for each nearby enemy under any elemental effect.
  • Flame Shard, Lightning Shard and Corrosion Shard increase elemental damage for their respective element (Flame Shard increases Fire damage). This effect is doubled when under the respective elemental effect (Burning for Flame Shard for example).
  • Elemental Power increases elemental damage and spreads elemental effects to a second enemy when inflicted.

Crown Prince has several ascensions which improve elemental damage:

Explosion Damage[]

Attacks that hit enemies in an area of effect using an Explosion? are considered Explosion damage. However not all attacks that hit enemies in an area of effect are boosted, such as Leap, Thunderclap Gloves and Fire Tower.

Main: Explosion

Critical Hits[]

Critical Hits are bonuses to damage dealt when hitting an enemy's weak spot.

Main: Critical Hit

Lucky Shots[]

Lucky Shots are bonuses to damage dealt, caused randomly based on your Lucky Shot Chance.

Main: Lucky Shot

Damage Modifiers[]

Damage Modifiers affect how much damage you deal in a large variety of ways.

Main: Damage Modifiers

Notes[]

  • Besides having a stat showing its element (if it's not non-elemental), a weapon's element can be seen as a color above the weapon card. Non-elemental is grey, Fire? is red, Lightning? is blue and Corrosion? is green.
  • Damage is capped at 9,999,999 (shown as 10,000,000 in run statistics) damage per hit, but may still be further increased through various means that ignore the limit.