Damage

Inflicting Damage
A Character's base damage is the main factor all other damage scales off.

A multiplier is built and added together:
 * 1) +10% for each instance of BoostDamage the character has (exclusively obtained by Elites and ghosts spawned by the ).
 * 2) +10% for each.
 * 3) -5% for each stack of the beetle juice debuff (inflicted by  flying beetles).
 * 4) If the character has, the value is multiplied by  , where x is the number of Shaped Glass held.

This multiplier is applied to the character's base damage plus their level's damage, resulting in the character's damage.

After this, the following reduction and increases are applied in order:
 * 1) If the character is, multiply their damage by 0.6. This means a 40% reduction.
 * 2) If the  is active, multiply their damage by 2.
 * 3) Otherwise, if the Tonic is not active and the character has at least 1 Tonic Affliction, multiply their damage by , where x is the amount of Tonic Afflictions held.

Critical Strike
All Survivors have a base of 1% critical strike chance, and monsters have a 0% base chance. Upon landing a critical strike, the damage dealt is doubled. See Receiving Damage.

Items that increase critical strike chance are  (+10% per stack) ,  (+5% max),   (+5% max) ,   (+5% max) , and   (+10% per stack) .

Hit Damage
Each hit has damage info. This is scaled (possibly indirectly) from the character's damage. It holds the following properties: the attacker, the damage, if it is a critical strike, the damage type, the proc coefficient, the proc chain, (position and force for knockback-related calculations, the damage color and if the damage was rejected for displaying the damage). Upon hitting a character, the following things are done in order:
 * 1) The character applies the damage to themselves. (see: Receiving Damage)
 * 2) The game checks if on-hit items need to trigger and DoTs need to be applied. (see: Handling Hits)
 * 3) The game checks if the attack needs to explode. (see: Handling Hits)

Attack Speed
Attack Speed is a statistic that controls how fast a character can use certain abilities. It also can also control the travel speed of certain moves[citation needed]. Currently, there are a total of 6 items and 2 equipment that increase attack speed:, , , , , , , and.

'Base' vs. 'Total' Damage
Base Damage and Total Damage are the two main damage types in Risk of Rain 2.


 * Base Damage scales specifically with the character's base damage value. This means that if, for example, the player has a base damage of 10, and a bleed stack from a were to proc off of an, the missile will deal 300% of their base damage (30 in this case), but the bleed will only do 240% of the base damage (24). The  300% damage will not affect the damage of the bleed inflicted.
 * Total Damage scales with all damage-increasing items. Items that deal total damage scale specifically with the damage that procs their effects. For example, if the player has a base damage of 10, and procs an, the missile deal 300% of their base damage (30 once again). If that in turn procs a , the Sticky Bomb will deal 180% of the missile's damage (54). The  300% damage will be included to calculate the Sticky Bomb's damage.

Receiving Damage
Note that this is both true for players and enemies.

The game begins by creating a copy of the incoming damage amount. We'll call this new copy 'amount', whereas we'll call the old damage 'original amount'.
 * 1) If the character has succeeded the roll for, has just spawned in, or is otherwise invincible, set the damage rejected flag and stop applying any further damage.
 * 2) If the attacker has  and the character is above 90% of their maximum combined health, multiply amount by.
 * 3) If the attacker has  and the character is a boss, multiply amount by.
 * 4) If the attacker has a  and is within 13 meters of the character, multiply amount by.
 * 5) If the hit was a critical hit, multiply amount by 2.
 * 6) If the damage doesn't bypass Armor (such as damage from a Shrine of Blood), apply the armor reduction/increase to amount. This can't reduce amount to less than 1.
 * 7) If the character is a player and amount is bigger than 90% of the character's combined health, reduce the amount to 90% of the character's combined health instead. This is commonly known as One Shot Protection or OSP for short.
 * 8) If applicable, apply certain slows and roots to the character based on the damage type.
 * 9) If the character holds a, take away money equal to the maximum between    and.
 * 10) Reduce barrier by amount, and amount by the barrier actually removed.
 * 11) Reduce shield by amount, and amount by the shield actually removed.
 * 12) Reduce health by amount. If this would reduce a character's health below 1 and the damage is of the nonlethal type, such as  self-damage or fall damage, set the health to 1 instead.
 * 13) Apply knockback.
 * 14) (There's possibly a few steps in between here that this editor has not exactly traced to their entire conclusions.)[Verify]
 * 15) If the character isn't player-controlled and is frozen, set the execution threshold to 0.3.
 * 16) If the character is an Elite and their execution threshold is below the execution threshold set by  of the attacker, set the execution threshold to the threshold of the Guillotines.
 * 17) If the character's combined health is below the amount dictated by the execution threshold, set their health to minus 1.
 * 18) If the character is now dead (health less than or equal to 0), tell the game to check for on-death effects.

One-Shot Protection
One-Shot Protection is visible on the HUD as a faint overlay on the health bar, that protects the player from dying to a single instance of damage when above 90% health. "Curse" effects which lower maximum health by 10% or more, such as or the, will remove the one-shot protection.

A single hit taken cannot deal more than  damage. This is checked after damage-reducing effects such as armor are applied. (See: Receiving Damage)

After receiving damage that triggers one-shot protection, the protection will remain for 0.1s, meaning health cannot be reduced below the resulting health after the initial hit.

Trivia

 * If Damage Numbers are enabled in Gameplay Settings, the damage will be displayed after rounding up to the nearest integer, for a maximum of 990,000,000, abbreviated as 990M.