These perks interact in complex ways and this is what I’ve figured so far

- The calculations are based on
**Enemy-Specific Damage (ESD) per shot** - There are 4 types of enemies (Ground-Ranged, Ground-Melee, Flying-Ranged and Flying-Melee) and the Damage per Shot calculation will be slightly different for each of them based on bonuses (e.g. Blazia at Level 20 gives +5% against Ground Enemies to all heroes) and the Gear in use
- This is generally the same for all your shots (i.e. forward as well as Spread shots / Vertical shots / Back shot) but if you have Double/Triple Barrel the damage for the forward shots are docked by 30% / 40% of the Weapon-specific Base Damage.

**Piercing Shots**

- First pierce gives a 40% penalty, so the 2nd hit will be 60% of the ESD of the first shot (if both enemies are of the same type, you will easily see that the 2nd number is 60% of the first)
- Second pierce gives another penalty, so the 3rd hit will be 36% of the ESD of the first shot (again, can be easily seen if enemies are of the same type)
- There is no further piercing penalty, so all subsequent shots do 36%

**Boomerang**

- Boomerang attracts a 38% penalty, so the damage will be 62% of the ESD - you will see this if the outgoing shot misses and hits an enemy on the return
- You will more likely see the outgoing shot pierce one or more enemies and then boomerang;
- With a single enemy the return damage will be 37.2% (i.e. 60% * 62%) of ESD
- With 2 enemies, the outgoing damage will be 100% on the first hit, 60% on the 2nd and all the returns will be ~22% (i.e. 36% * 62%)
- With 3 or more enemies, the outgoing damage will be 100% on the first, 60% on the 2nd, 36% on the 3rd and subsequent; and all the returns will still be ~22% (36% * 62%)

**Bouncy Walls**

- Bouncing attracts a 50% penalty on the first bounce, so the damage will be 50% of the ESD.
- There’s a total of 3 bounces, and the penalty only applies for the first bounce
- The way Bouncy stacks with Piercing is the same as Boomerang and Piercing; so
- Hit after Bounce: 50% (this is common with spread shots)
- Hit after Pierce and Bounce (same for Hit after Bounce and Pierce): 30% (i.e. 60% * 50%)
- Hit after 2 (or more) Pierces and Bounce (same regardless of the order of the Bounces and Pierces): 18% (i.e. 36% * 50%)

- Bouncy replaces Boomerang; so whether it’s useful to take Bouncy Walls for the Looper depends on a few things - haven’t really played enough with Looper to test it but these are my thoughts:
- With Frostina, taking Bouncy gives more Snowball so you’d almost always take Bouncy
- The more radial shots (Spread Shots, Vertical Shots, Back Shot) you have, the more useful Bouncy tends to be (especially with a Boss, the radial shots tend to be wasted with the Looper)
- Homing also generally makes Bouncy more useful, but in the case of Spread Shots with Homing, you can sometimes get all 3 shots hitting your target and then it might be better to not take Bouncy

**Chain Shots**

- For each hit, there will be a brach shot that jumps to a nearby enemy that does 55% ESD provided the generating hit did full damage (easier to see if both enemies are the same type); if the generating hit was weaker (e.g. power reduced by Boomerange/Bouncy/Piercing) then that decline will carry through; for example
- A chain from a Pierced shot will do 33% of ESD (60% * 55%)
- A chain from a Bounced shot will do 27.5% of ESD (50% * 55%)

- There can be upto 2 more jumps (often it bounces between 2 enemies close together) and each time it’s 55% of the previous; so 3rd chain hit is ~30.3% (55% * 55%) and the 4th is ~16.6% (55% * 55% * 55%). So when there’s 2 or more enemies close to each other, chain shots doubles your damage (100% + 55% + 30.3% + 16.6% = 204.9%)
- It’s possible for a Chain shot to Bounce or Boomerang (e.g. if there’s a wall between the enemies), in which case the respective percentages ( 50% / 62%) apply
- If you have Piercing and Chain, they both apply, so the Piercing shot will proceed in the original direction of the shot and the Chain will proceed towards a nearby enemy

**Dividing Shots**

- For each hit from a shot
*originating from your gun*, there will be 2 new shots generated (at an angle +/- 45º compared to the original direction) - The damage of these shots is 60% of the ESD -
*even*if it was generated by a pierced shot - so if you get one shot through several enemies, although the damage to those enemies reduce (100%, 60%, 36%, 36%, 36%…) the dividing shots from each of them will do 60% of the ESD- It’s hard to verify (because when this happens there are a lot of rapid hits and the numbers are hard to see) so I don’t know if it’s still 60% of the original ESD if the dividing shots are generated by a Bounced/Boomerang shot

- If the dividing shot hits, it can chain (then the damage will be 60% * 55%, 60% * 55% * 55%, 60% * 55% * 55% * 55%); however these hits will not generate new dividing shots

**Other notes**

- Chain shots pair well with Poison, Fire and Zap shots, because the damage done by them is fixed (isn’t reduced because it came from a weakened shot)
- Chain shots work well with Shrapnel Shots, because each hit can give you unto 4 pairs of shrapnel
- Chain shots will, if they hit, reset your Focus Shots benefit, but they do complement each other well - when there are clusters, you benefit from Chain; when the enemies are alone, you benefit from Focus shots
- As long as it’s on the same enemy, Bouncy/Boomerang shots count towards Focus Shots benefit