Whether min maxing or just trying to make an idea work, we’ve all gone looking for more damage in our builds. You might will venture to the Moze Gun Damage thread and see the following:
Gun Damage = Normal Hit x v1 x v2 x Splash x Elemental Multiplier x Critical Damage
Problem solved right? You now know how damage is calculated for Moze, lets all go home. Nice though that may be, for many I think the above is more confusing than helpful. I’m one of the weird ones round this forum that actually cares about the intricacy of the above, not many do. The real question most people have is:
how do I translate that formula into killing things quickly?
I want to tackle this question, but I don’t want to do so by drowning you in numbers. I want to explore the question of getting more damage by approaching guidelines for you to use when constructing a build. To some it might seem black magic when math wizards can eyeball 2 bonuses and know which is best for damage, I want to take a crack at building your intuition for knowing where the biggest damage is coming from.
Damage Modifiers
Unfortunately before we can start we do need to know a bit about the damage formula. Don’t worry about the maths, what you need to know is what type of damage the common bonuses are.
- Normal Hit: All gun damage boosts in Shield of Retribution, click, click and the class mod roll “+% Weapon Damage.”
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v1: There’s 2 notable v1 boosts Moze has access to.
- C-C-Combo: This is a guardian rank perk.
- Victory Rush the 18% damage bonus from killing a badass is v1.
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v2: There’s 3 notable v2 boosts Moze has access to.
- Weapon Type Damage: This is the specific weapon type rolls on class mods, such as “+% Pistol Damage.”
- 25% OGT: This is the grenade anoint that gives 25% damage on grenade throw.
- 300/90: A gun anoint that gives 300% damage to enemies above 90% health.
- Splash: Anything that boosts splash or area of effect damage.
- Elemental Multiplier: Stoke The Embers, Old God and any of the gear rolls such as “+incendiary damage.”
Note: v1 and v2 are just names we have given to 2 categories in the damage formula which contain many relevant boosts, the names themselves have no special meaning.
The Clichè
Everyone’s heard that multiplicative damage is the best damage right? It’s fairly common knowledge that splash damage is multiplicative, so therefore when we use an Ion Cannon we want to stack splash damage right?
So let’s experiment then. I’ll grab one of my best Ion Cannons and we’ll play a guessing game about which of the following class mods is going to do more damage:

For Blast Master I’ll let the Splash Boost charge to full, and for the Bloodletter I’ll reduce myself to 1hp with a Front Loader and Thin Red Line. I’m not going to spend any more skill points, so the class mods only get the skills they boost.
We’ll start simple, I won’t activate the annointment on the Ion Cannon. So, my dear reader, which class mod is going to win? My moneys on Blast Master.
Blast Master Produces:
411k!!!
And the Bloodletter produces:
368k
So a round of applause for all who didn’t doubt themselves and stuck to Blast Master. So onto the formality of taking a shot with the annointment active. We’re all holding firm with Blast Master winning right?
The Blast Master with +125% Splash annoint:
668k!!! We’re over half a million damage with Blast master without a single skill point spent, which is insane! So what did Bloodletter manage?
728k!!! Madness, what Black Magic is this? All we did is add the same bonus and suddenly Blast Master is losing, but it was winning before? Ahh my dear reader, you’ve just seen the true intention behind saying multiplicative damage is better.
Let’s go back to the drawing board about where Blast Master went wrong and why adding a splash annoint doesn’t follow the rule of multiplicative damage being best.
What are Additive and Multiplicative Damage?
Before I talk of the Borderlands communities use of additive and multiplicative, lets see what the terms mean from a maths standpoint.
It may have occurred to you that additive sounds a lot like add. There’s a reason for that, the real meaning of two numbers being additive is that when put into a formula, we’ll add the numbers. I hope it’s simple to then make the leap that multiplicative means we’ll multiply the numbers.
So let’s try this in an example. If my first bonus is Purple, my second bonus is Blue and they are said to be additive, when we do the calculation it will appear as so:
Total = Purple + Blue
Now lets add a third variable Red and we’ll say this is multiplicative to our friends Purple and Blue. The calculation thus becomes:
Total = (Purple + Blue) x Red
Simple enough right? Well let’s up it another notch. A 4th variable Yellow is introduced and this is additive to Red.
Well hold on Prismatic, isn’t Red multiplicative?
Glad you caught that, yes Red is multiplicative to Purple and Blue, however that doesn’t stop it being additive to Yellow. Additive and Multiplicative are relative terms, they only make sense when comparing terms or groupings of terms. When I say Yellow is Additive to Red I make no mention of its relation to Purple and Blue. However as we know how Red interacts with Purple and Blue we can interpret how Yellow fits into our overall formula.
Total = (Purple + Blue) x (Red + Yellow)
If we return to Borderlands math, I hope that description just set alarm bells ringing in your head. Something should seem off about what I said earlier