The 3 basic 6th slot perks, Affliction, 30% Snare/Slow, 30% damage (x5 headshots) and their relative benefits to one another.

FortniteBattleRoyale4 - The 3 basic 6th slot perks, Affliction, 30% Snare/Slow, 30% damage (x5 headshots) and their relative benefits to one another.


  • 2019/05/28: Formatting / compatibility stuff between new/old reddit post formats (it deleted a bunch of tables and stuff that I've had to put back in)

The following write-up takes a look at the 3 basic weapon perks

  • 30% Snare/Slow for 6 seconds.
  • Affliction for 6 seconds.
  • 5x headshots (in a row) increases damage by +30% damage for 10 seconds.

As a standard reference, the majority of the weapon schematics you'll ever be able to get in the Fortnite is likely to have one of those perks (obviously, you cannot get headshots with melee weapons), so it makes sense to figure out how they stack up with one another. For many melee weapons you literally have a 50:50 chance of getting either 'Affliction', or '30% snare/slow' (because the majority of melee weapons only have these 2 options) and when you think about how long it takes to get 'evolution' and 'perk' materials you would be pretty gutted if you made a bad investment.

Just some general house-keeping things before I get into numbers and stuff

  • 30% snare/slow reduces husk movement speed (and husks have different movement speeds depending on the type of husk).
  • For this write-up, I'm going to reference the (observed) move-speed of your regular standard husks. Husky Husks would be slower than regular standard Husks, Husklings would be faster, etc.
  • I'm going to be using the same F.O.R.T stat value for Tech and Offense in any examples (i.e. 3,236, which is how much you get from x2 mythic leads and all legendary survivors for any given F.O.R.T stat).
  • I'm going to assume the maximum hero ability damage possible (which, literally requires you to run a 6 Ninja loadout, and those Ninjas all need to have the maximum hero ability damage possible, which is 1,277% per Ninja, or 1787.8% for the full 6 hero loadout).
  • If you are not running a 6 Ninja loadout with maximum hero ability damage, then your hero ability damage stat will be smaller (and thus, produce a smaller number). That means if you're running a Solider/Assault Rifle oriented loadout, you have much less hero ability damage (and so on).

  • +30% damage (after x5 headshots) scales in the same way as a +30% damage legendary perk on your weapon

  • The 'buff' lasts for 10 seconds, but there is no time-limit in between the shots that contribute to your 5 headshots in a row (so you can tap fire 5 headshots, rather than just going full-auto like a mad-man).

  • Affliction has different base values for ranged and melee (ranged = 6, melee = 12)

  • Affliction scales based on your 'Tech', and the 'Hero Ability Damage' of your loadout

  • Affliction applies a debuff, then deals damage every 1 second after the debuff has been applied (but does not deal damage at time = 0).


Affliction has certain properties

  • It cannot be a critical hit
  • It inherits the weapon element (and compatibility of weapon element vs target husks)
  • It is calculated based on an equation, as follows


(base_damage) * (hero_ability_damage%/100) * (1 + (Tech/100)) 


When using the maximum hero ability damage loadout and 3,236 Tech you get these numbers (per the table) regardless of the weapon you use assuming you're not taking damage penalties due to the weapon type (element vs husks).


Slot Hero Ability Damage % Contribution Number for Equation
Commander 1277 100% 1,277.00
Support 1 1277 8% 102.16
Support 2 1277 8% 102.16
Support 3 1277 8% 102.16
Support 4 1277 8% 102.16
Support 5 1277 8% 102.16
_ _ Total 1,787.80


Var Reference for Math Ranged Melee
A base damage 6 12
B hero_ability_damage%/100 1787.8/100 1787.8/100
C 1 + (TECH/100) 1 + (3236/100) 1 + (3236/100)
Result A * B * C 3,578.46 7,156.92

Since Affliction only does damage in 1 second intervals, from a 'DPS' perspective (rounding to integer, since UI doesn't show decimals)

  • Ranged Affliction = ~3,578 DPS
  • Melee Affliction = ~7,157 DPS

Since the only 'fair' way to compare these perks is to qualify their value in 'DPS' terms, I'll be coming back to this later.

30% Damage (from x5 headshots in a row) for 10 seconds

I'm going to use a Siegebreaker for the math/examples here, mainly because it's one of the most 'average' weapons you could possibly find and because the Nocturno (which, is more or less statistically identical to a Siegebreaker, minus the slightly different perks) is locked to Affliction. I can (hopefully) compare a Siegebreaker with Affliction, Siegebreaker with Snare/Slow and Siegebreaker with +30% damage (after x5 headshots) without someone screaming out bias.

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Siegebreaker Number
Damage 23
Fire Rate (Per Second) 12
Magazine Size 30
Empty Magazine (Seconds) 2.5
Reload Time (Seconds) 2.3
Cycle Time (Seconds) 4.8

I'm going to 'scale this up' to a 5 star 50/50 Siegebreaker, but without any perks (no element, no other perks), to keep it as bare-bones as possible. In 'reality' your actual weapon should be much stronger than this (but I'm fairly sure I'll make my point anyway)

Line Type Numbers go Here – Headshot Buff + Headshot Buff
A Base Damage + Evolution Damage <Replace this Value> 42.00 42.00
B 1 + (WeaponLevel-1) * 0.05 1 + (<Replace this Value>-1) * 0.05 3.45 3.45
C 1 + (Offense/100) 1 + (Replace this Value/100) 33.36 33.36
D 1 + WeaponDamageBonuses (From Heroes/Perks) 1 + (Replace this Value) 1.00 1.30
E Total/Result A * B * C * D 4,833.86 6,284.02
Context – Headshot Buff + Headshot Buff
DPS (no reloads) 58,006.37 75,408.28
Cycle DPS (empty + reload) 30,211.65 39,275.15

Remember, these 'DPS' numbers are essentially with zero perks (except the 30% from x5 headshots in a row for that column), zero critical hits and zero headshots.


30% Snare/Slow for 6 seconds.

This one is a little harder to wrap your head around because it doesn't increase your damage output, it buys you time, so you have more opportunity to deal damage (it also stacks amazingly well with other snare/slow effects).

The following table represents how long it'd take your regular husk to 'walk' from one tile to the next (assuming it doesn't take even longer due to the way-point system for husk movement).

Speed Time Per Tile
No Snares 1.714285714
15% Snare 2.016806723
30% Snare 2.448979592
45% Snare 3.116883117
60% Snare 4.285714286
75% Snare 6.857142857
90% Snare 17.14285714

The following table shows the ratio increase (no snares vs snare amount) in time that you 'gain' when snares are active.

No Snares Snares Time Per Tile Ratio
1.714285714 0% Snare 1.714285714 1.000
1.714285714 15% Snare 2.016806723 1.176
1.714285714 30% Snare 2.448979592 1.429
1.714285714 45% Snare 3.116883117 1.818
1.714285714 60% Snare 4.285714286 2.500
1.714285714 75% Snare 6.857142857 4.000
1.714285714 90% Snare 17.142857140 10.000

Weapon Snare is 30% (for 6 seconds) but I still need to find some meaningful way to convert this to dps, so I'm going to do a simple scenario.

  • A husk has 1,000 health
  • You do 100 damage per second
  • It would take you 10 seconds to deal 1,000 damage.
  • How much damage would you need to do per second if you had 14.29 seconds to reach 1,000 damage?

  • 1,000 = 100 * 10

  • 1,000 = ??? * 14.29

  • 1,000 / 14.29 = ???

  • ??? = 69.9790063…

  • Let's say 70.00 for simplicity

Fundamentally the reason you're killing husks in the first place is because your defenses are not strong enough to 'tank' whatever damage the husk is doing. If you apply a snare/slow, it increases the amount of time for a husk to travel from one tile to the next, that means you have more time to attack a husk (and kill it) before it hurts your defenses (i.e. deals damage to your walls). By applying a 30% snare/slow you can get away with dealing 30% less DPS (which, coincidentally is how much damage you'll lose on ranged weapons by the mid-range value if you're too far away from the target) and still killing the husk with the same safety margin (if you didn't have snare at all).

Another way to look at it is that without the snare, you'd need to deal ~ 42.9% extra DPS (where 100/70 = 1.43, but I rounded, so it just should be in line with the original ratio number) to safely kill the husk.


Now that I've defined 'DPS' equivilencies for each perk we can properly compare the numbers.

  • Affliction: ~ 3,578 DPS for ranged weapons
  • 30% (x5 hs): ~ 17,401.91 DPS (no reloads), or ~ 9,063.50 DPS (calculating via weapon cycle time)
  • 30% Snare/Slow: ~ 43% DPS increase, or 30% less DPS required to match a weapon without 30% snare/slow


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I think it's fairly obvious that when comparing a naked Siegebreaker (without, with 30% damage buff) it's just a straight up 30% increase in DPS, thus, we can come to our conclusions

  • 30% Snare/Slow > 30% Damage (x5 headshots), as ~ 43% > 30% (DPS terms)
  • 30% Damage (x5 Headshots) > Affliction, as both ~ 9,063.50 DPS and ~ 17,401.91 DPS are greater than ~3,578 from Affliction


Even if you just look purely at the DPS that the naked Siegebreaker would do in 'cycle' terms (empty mag + reload) and assumed the weapon had the affliction perk

  • 30,211.65 + 3,578 = 33,789.65
  • 3,578 / 33,789.65 ~ 10.59%


For a fairly average weapon like a Siegebreaker (and a naked weapon at that) Affliction is only adding 10.59% DPS. This number would only drop further once you factored in

  • Other weapon perks (like the 20%, or 44% damage from Element: x) on the weapon
  • Headshots
  • Critical Hits
  • etc.


Remember, 'Affliction' doesn't even deal damage until 1.0 seconds after the debuff has been applied. If you were just 'full-autoing' your weapon (and not calculating via cycle dps)

  • 58,006.37 + 3,578 = 61,584.37
  • 3,578 / 58,006.37 ~ 5.81%
  • That 5.81% is also only if the target can 'eat' 58k damage and still not be dead (and the Siegebreaker literally has no other perks at all, doesn't headshot and doesn't crit).


None of these numbers are new or revolutionary (and they've been very well known for a very long time) and it really shouldn't be a surprise to anyone as to the conclusions I've reached, 30% snare/slow > 30% damage (x5 headshot) > Affliction. Even if you need a 'conditional' status effect on your weapon there are many ways to trigger them without relying on a weapon perk

  • Affliction: Ceiling Gas Traps, Electrified Floors (B.A.S.E), Ablities, etc.
  • 30% Snare/Slow: Wooden Floor Spikes, Slowing Field, etc.

Even if your weapon has x5 headshots that doesn't mean you cannot take a 45% damage to conditional perk on your weapon. In the majority of cases anything that could get 45% damage to afflicted could also get 45% damage to snared/slowed and you can still benefit from these conditional perks whilst having x5 headshots if you just activate it via one of the other mechanisms (or focus fire whatever a teammate is attack using a weapon that applies that status).

When you think about how damning the 'math' is, you have to wonder about the people who keep insisting that 'Affliction' is a good 6th perk slot for a weapon and encouraging people to level up/invest perk materials (into affliction weapons). Obviously the perk gives you 'some' benefit, but when you weigh up the time/effort it takes to get all the evolution materials, the perk materials and the fact that (historically) recycling perked weapons hasn't necessarily refunded all your perk mats (bugged or otherwise) can you honestly believe those players aren't trolling, or trying to intentionally screw over other members of the community?

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