Fine 2 slots Computed
CRACKSHOT
+7% damage
What it does
The numbers below are calculated from the game files.
| Stat | How it scales | Source |
|---|---|---|
| Weapon damage | 7.0% per copy | linear |
How the game resolves it
Every effect is gated the same way: F_GetJokerEffects checks that the
item is in this card's availableOnItems list, then returns
copies × value. This card's value is 0.07.
Resolved in FL_Items.F_ApplyImpactDamages.
Raw record
Show the extracted row
{
"id": "jokerCrackShot",
"value": 0.07,
"rarity": "rare",
"requiredAmountSlots": 2,
"maxAvailable": 2,
"buyPrice": 300,
"sellPrice": 150,
"associatedChallenge": null,
"availableOnItems": [
"itemBanjo",
"itemBoomerang",
"itemBow",
"itemDualRevolver",
"itemKnuckles",
"itemLasso",
"itemLongRanger",
"itemMinigun",
"itemPistol",
"itemQuadCylinder",
"itemSheriffStar",
"itemShotgun",
"itemWinchester"
],
"isEnabled": true
} Stacking
The game allows 2 copies on one item. Plain damage, stacks evenly.
Weapon damage by copies
Show as a table
| Copies | Weapon damage |
|---|---|
| 0 | 0% |
| 1 | +7% |
| 2 | +14% |
| 3 | +21% |
| 4 | +28% |
| 5 | +35% |
| 6 | +42% |
| 7 | +49% |
| 8 | +56% |
| 9 | +63% |
| 10 | +70% |
| 11 | +77% |
| 12 | +84% |
| 13 | +91% |
| 14 | +98% |
| 15 | +105% |
This card on its own on the Banjo, out to 15 copies. The equip screen stops at 2; copies picked up during a run stack past it.
How to get it
- Bought in the joker shop
- Can appear when gambling
- Drops as loot during a run
- Drops in solo play
- Can be dropped and passed to a teammate