FOR GUNNERS
For example : I use Callahan on wolver, shielding between shots (shot>shield>shot. Just to make sence that this is not a combo ). One non charged shot deal 200 damage, but some shots are "Critical hits" and deal 260 damage( 30% more) . Lets imagine that I shot wolver 2 times and 1 was crit. So summary i dealed 460 damage to that wolver.
Crit possibility for different gun lines:
>Antigua line - 15%
>Autogun line- 10%
>Blaster line - 30%
>Alchemers line- 15% (They ricoshet alot so thats fair I think)
> Magnus line - 30% ( They are slow)
For all gun lines: Charged attack has same crit chance as normal attack. Critical increase attack by 30% of it .
example: normal shot= 100 then critical = 100 + 30%= 130.
No Criticals for pulsar/catalyser line guns. They are explosive.
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FOR BOMBERS
Distance depending damage (for "single blast" bomb type)
Example : I have Bomb with 5 square blast radius and 100 basic damage . Im bombing Gunpuppy with it from different distances.
5 squares = 100
3 sq. = 120
1sq = 150 (Very close planting gives +50% damage)
So it goes: 5sq- 100% ; 4sq-105%; 3sq -120% ; 2 sq -130% ; 1-0sq -150%
That affect only blast bombs ( DBB line, Blast bomb line) and Vaporisers ( I believe that standing too close to detonated gas bomb can cause serious injury )
1) Because we doesn't know or never know what is the combo for gun.
2) The gun doesn't use strength to attack. So, that's why it has same damage.