# Lunging

Lunging is an Invention perk that increases the base ability damage of Combust, Dismember, and Fragmentation Shot at the cost of less movement damage. It can be created in weapon gizmos.

Lunging is recommended for melee only because Combust and Fragmentation Shot deal more effective damage if the target moves compared to one affected by Lunging when the target moves. Even in the very few cases where a static enemy is fought, it is still not recommended at all. Dismember, on the other hand, does not share the moving effect from its counterparts, and can be coupled with both a Strength cape and masterwork spear of annihilation for further damage.

Damage
Rank Damage Increase Minimum Hit Chance[1] Average Damage Effective Increase
Standing (1 Hit) Moving (1 Hit) Standing (5 Hits) Moving (5 Hits) Standing Moving
N/A ±0% 53.19% 24.12% 48.24% 120.60% 241.19% 0% 0%
1 +20% 48.08% 25.61% 38.41% 128.04% 192.06% +6.17% -20.37%
2 +40% 43.86% 27.19% 40.78% 135.93% 203.89% +12.72% -15.46%
3 +60% 40.32% 28.83% 43.25% 144.16% 216.24% +19.54% -10.34%
4 +80% 37.31% 30.53% 45.80% 152.66% 228.99% +26.58% -5.06%
1. ^ Chance for the ability to deal minimum damage

## Calculations

The base damage for the affected bleeds is given by:

${\displaystyle {\text{Ability damage}}\times \max {\big (}(random(1,100)\times 1.88)\%,100\%{\big )}}$
Where values less than 100% ability damage are boosted to the minimum of 100%.
${\displaystyle random(1,100)}$ represents a random number chosen in the range ${\displaystyle [1,100]}$.

From this, we can calculate the chance for the ability to perform its minimum possible damage:

${\displaystyle {\frac {100}{188}}\approx 53.19\%}$

The damage multiplier from lunging is added to the maximum ability damage and has no effect on the minimum hit. As such, for rank ${\displaystyle R}$ lunging, damage follows:

${\displaystyle {\text{Ability damage}}\times \max {\big (}(random(1,100)\times (1.88+0.20R))\%,100\%{\big )}}$

This formula also affects the chance to hit minimum damage:

${\displaystyle {\frac {100}{188+20R}}}$

Knowing this, we can also calculate the average hit ${\displaystyle A}$:

${\displaystyle A=100P+Q(144+10R)}$
Where
${\displaystyle P}$ is the chance to hit minimum damage; ${\displaystyle P={\frac {100}{188+20R}}}$

${\displaystyle Q}$ is the chance to not hit minimum damage; ${\displaystyle Q=1-P}$

The movement multiplier is added after all other calculations are done, so the average hit is simply multiplied by that number for analysis:

${\displaystyle A_{moving}={\begin{cases}2.0\times A&{\text{if no Lunging}}\\1.5\times A&{\text{if Lunging}}\\\end{cases}}}$

## Sources

MaterialRarityPerk ranks with X materials
Standard gizmoAncient gizmo
12345123456789
Avernic componentsRare01233011–223–44444

### Suggested gizmos

Gizmo layout Possible perks
Chance increases with and level 120. Chance for Lunging 4, Equilibrium 2 is 30.65% or 1/3.26.
• Other possible perks:
• Other possible perks:

## Update history

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