File:Damage Up Chargers Chart.png

Formula
The table below contains base values for the following attributes of each weapon:
 * DMIN - The damage done by an uncharged shot.
 * DMAX - The damage done by a fully charged shot, ignoring the game's bonus damage calculation.
 * DBONUS - Damage added on top of DMAX for fully charged shots.
 * FMIN - The number of frames (unit of time where 1 second = 60 frames) the weapon takes to fire an uncharged shot.
 * FMAX - The number of frames the weapon takes to fire a fully charged shot.

A = Ability Points = 10 &times; Mains + 3 &times; Subs

B = DMIN modified by Damage Up = [Base DMIN] &times; (1 + (0.99 &times; A &minus; (0.09 &times; A)2 ) / 100)

C = DMAX modified by Damage Up = [Base DMAX] &times; (1 + (0.99 &times; A &minus; (0.09 &times; A)2 ) / 100)

D = Damage Per Frame = (C &minus; B) / (FMAX &minus; FMIN)

E = Frames to Lethal Charge = ((100 &minus; B) / D) + FMIN

Round up E to a whole number, because a fraction of a frame is meaningless.

Seconds to Lethal Charge = E / 60

Percent of the in-game charge circle that needs to be filled for a lethal charge = E / FMAX &times; 100%

Note on the Bamboozler: A full Bamboozler charge is not lethal, so the given FMAX value is not used. Instead, two equal partial charges were used to create the Bamboozler's curve. A Bamboozler's half-charge was found to take about 13 frames, so a base value of 13 was used instead of the normal value of 20.

Note on the Squiffer: The Squiffer does not show benefit from Damage Up because of the lower DMAX value of 80. It takes plenty of Damage Up to finally bring this up to 100 where the E-liter 3K and Splat Charger started in the first place.