Original Post — Direct link

Apologies for formatting, long time reddit lurker basically never a poster.Making this post because I first shared my findings in the Turtle Rock discord, a lot of people kept trickling in and me and some others had to repeat the discussion.https://discord.gg/tX8qwzYXInfo on Ridden HP and weak spot multiplier: https://statty.net/ridden

Tl;DR The smaller damage value you see while using Knowledge is Power is a bug and is not actually being applied to the target. Only the larger number is being applied and its working the way you probably would think all these damage cards are working.There is no mystical secondary stack of damage being added.

Did some decent amount of testing with things in 1-1 on nightmare (all on tall boy variants, see below) using some different card combinations and see if things could be corroborated.Screen shots from some crappy OBS footage I took on Act 1-1 on nightmare difficulty.Test combination using KiP, Walker and Ridden Slayer show that like cards are additive (KiP and Ridden Slayer both give +% weak spot damage). Pretty much everything.

I did get an armored Tall boy to spawn to note that armor was taking increased damage from patient Hunter and the Walker 10% damage bonus card.

My crappy MS paint collage of the info I collected

I loaded into a 1v1 private swarm lobby with a friend to compare these findings using a player controlled Bruiser test dummy. Reasoning for this was that there was a hotfix on Oct 14th that gave me quick info on confirmed weak spot multiplierhttps://back4blood.com/en-us/news/october-14-2021-hotfix

Gun Used: Blue M249, according to Statty should have base damage of 17.2No attachments were used.Cleaner Use: Mom (for guaranteed Belgian)

Cards:- power swap: 20% damage for 5 seconds after switching a "low ammo" weapon

- Patient hunter: 10/20/30% bonus damage while ADS

- Combat Training: 5% bullet damage, 50% bullet penetration

- Ridden Slayer (swarm): 35% weakspot bonus damage

Screen cap from Swarm mode after taking juiced shot to the weak spot

Total damage taken was 62This correctly matches with 17.2 • (1.2 • 1.3 • 1.05 • 1.35) • 1.65 (Bruiser swarm WS multiplier per the hotfix)Damage calculation should be core to the engine of the game so should not be different between the two modes.

Please by all means share anything you find that contradicts this.Hunt is on now to find what is multiplicative and what is additive to create the biggest stack before the Ridden's multiplier gets applied!

Edit: forgot to include some epic measuring that happened in the disc. Based on pixels and values collected by Statty, if there were two damage stacks we would expect the bruiser in the video to have lost 13% of its health. Measuring that pixel count clearly shows only the high value got applied.

https://preview.redd.it/aa0m03nbbxv71.png?width=1286&format=png&auto=webp&s=7ed4f1c4a373c136b48cc1a5fb26910fc52c2c80

External link →
over 2 years ago - /u/TRS_TheGentlemanSQ - Direct link

The knowledge is power double display values shouldn't be showing, but you are dealing damage to a separate health pool that then forwards (and in most cases multiplies that value) to the AIs base health. The reason we do that is, we use the same weak spot system for AIs that have destructable and non destructable weak spots(like the breaker vs the tallboy). All AIs that don't have multiple weak spots die due to the forwarded damage before their weak spot would be destroyed.

We are going to dig into some of the stuff the community brought up just to make sure we didn't miss anything (especially with some groups of damage increases multiplying instead of being applied additively).