Hi all! I updated my spreadsheet for season 4. If you are here for the spreadsheet, here is the link

https://docs.google.com/spreadsheets/d/14-4cP0-y48lIcwA1oPdqlFxJEjjZq_EXzhBLiMVMlIQ/edit

If you want to know how I collect the numbers for weapon damage for my spreadsheeet, watch “How much Health do Zombies have in Modern Warfare Zombies?” on my youtube real quick. It is heavily related to how I calculate damage for weapons. It is also related to how I figured out how the incendiary ammo glitch works.

https://youtube.com/@theroomierplayer54?si=x0Kjq_C8TpacuUZY

If you are here to learn about the incendiary ammo bug, I’ll talk about that now.

Note that everything I am about to say I got from testing the Holger 556 with Incendiary. The base weapon for some reason I do not understand does slightly more incendiary damage than expected but everything else does not. I briefly checked other weapons and what I am about to say should hold true.

Incendiary used to not work on most weapons. It worked on the ISO Hemlock but it seemed super bugged, allowing you to do ridiculous amounts of burn damage at base rarity and no PaP. (You can watch a little bit of that in a video I have on youtube if you are interested.) They fixed both the issue of incendiary ammo not working and the ISO Hemlock incendiary doing ridiculous burn damage but introduced a new issue in the process.

One thing I want to say before we proceed is that going from no PaP to PaP 1 is not a true multiplier. It is not a simple double damage like some people think. (It doubles in some cases but this is not true across the board.) It behaves more like you picked up a brand new weapon with some different stats. PaP 2, PaP 3, and rarity are more like true multipliers and this will be important. Ill call them “true multipliers” later.

Let me explain (from my perspective) how Incendiary ammo is supposed to work and then we will get into the glitch. Incendiary ammo has two ticks of burn, each doing 20% of your bullet damage. The first tick activates immediately when your bullet hits and the second tick will activate a moment after. This scales with rarity and PaP. As an example, Test Gun Alpha does 100 damage at base and is supposed to do 1200 when at Epic PaP 2, you will get two ticks of 240 burn damage. This behaves entirely as expected.

The glitch actually occurs with the bullet damage. If PaP 1 Test Gun Alpha does 200 damage, the Epic rarity will provide a 3x multiplier and the PaP 2 multiplier will provide a 2x multiplier, resulting in a 6x overall. For some reason, the true multipliers actually apply twice to the bullet damage (but not twice when calculating the burn damage). This will cause Epic PaP 2 Test Gun Alpha to deal 7200 bullet damage instead of 1200 while dealing two ticks of 240 burn damage. This means that if you are using a Legendary PaP 3 gun, you will do 16x the damage of your PaP 1 damage before accounting for burn.

Hope this helps you understand the glitch better. After they fix this, incendiary ammo will still be a good option for any gun that can equip it.

Let me know if you have any questions.

1 Comment

  1. Are we talking about fire AAT or ammo attachments?

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