Damage

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

A multiplier is built and added together: This multiplier is applied to the character's base damage plus their level's damage resulting in the character's damage.
 * 1) +10% for each instance of BoostDamage the character has.
 * 2) +10% for each.
 * 3) -5% for each beetlejuice debuff. Presumed to be the flying bugs from .
 * 4) The multiplier from the item

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 the damage by 2.
 * 3) If the Spinel Tonic isn't active and the character has at least 1 Tonic Affliction, multiply their damage by   where X is the amount of Tonic Afflictions the character has.

Critical Strike
All Survivors have a base of 1% critical strike chance. Upon Critical strike, damage dealt is twice the amount of a normal attack. 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 you can fire off your abilities. The statistic 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 your character's base damage value. This means that if, for example, you are playing with a base damage of 10, and a bleed stack from a were to proc off of an, the missile will multiply the damage by 300% of your base damage (30 in this case), but the bleed will only do 240% of 10 (24). The 's 300% damage will not be included.
 * Total Damage scales with all of your damage increasing items. This means that if, for example, you are playing with a base damage of 10, and proc an, the missile will multiply your base damage by 300%, giving a damage value of 30. If that procs a , the sticky bomb will multiply the missile's damage of 30 by 180% (54 total). The 's 300% damage will be included.

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

The game begins by creating a copy of the incoming damage amount, let's call this '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% from 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 the 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 the health by amount. If this would reduce a character's health below 1 and the damage is of the nonlethal type, such as hellfire tincture self damage and fall damage, set the health to 1 instead.
 * 13) Apply the 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 the 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.
 * 19) If the character has an, roll it with total damage dealt.

One-Shot Protection
One-Shot Protection is visible on the HUD as a faint overlay on the health bar. "Curse" effects which lower maximum health by 10% or more, such as or the, will remove the one-shot protection.

A single hit taken can not 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 you enable Damage Number in Gameplay Settings, the damage will be displayed after rounding up to the nearest integer for a maximum of 990,000,000, truncated as 990M.