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@Marxvee Marxvee commented Nov 4, 2025

The Loose Cannon's overall damage is in 2 parts. Currently, only the second part (explosion) is being scaled by mult_dmg. This fix allows the first part (impact) to be scaled too-- inspired from the Ullapool Caber receiving a similar change with both damage instances (impact and explosion) now being scaled by mult_dmg.

Old base damage calculations (assuming close range):

No damage upgrades:
50 impact
60 explosion (81 double donk minicrit)
110 total, 131 if double donk

+100% damage bonus in MvM:
50 impact
120 explosion (162 double donk minicrit)
170 total, 212 if double donk (not truly a +100% damage bonus)

New base damage calculations:

No damage upgrades:
50 impact
60 explosion (81 double donk minicrit)
110 total, 131 if double donk

+100% damage bonus in MvM:
100 impact
120 explosion (162 double donk minicrit)
220 total, 262 if double donk (double the amount of 131, now the damage upgrade print label is accurate)

The Loose Cannon's overall damage is in 2 parts. Only the 2nd part was being scaled by mult_dmg. This fix allows the 1st part to be scaled too-- due to the Ullapool Caber now holding the same change with both damage instances being scaled by mult_dmg.
@Marxvee Marxvee changed the title Fix Loose Cannon MvM damage upgrade not scaling entirely [TF2] Fix Loose Cannon MvM damage upgrade not scaling entirely Nov 5, 2025
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