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Killscore reference

Killscore bonuses: read the conditions before multiplying them

A reference for 20 recorded Killscore conditions, attack-type compatibility, exclusive choices and multikill tiers, with worked sale-value examples.

Recorded conditions
20
Builder modes
Ranged, melee, explosion and universal
Exclusive groups
Scope state and airborne state

These are the historical condition presets retained by the guide’s calculator. The underlying value notes identify game build 1.0.4; they have not been presented as newly tested current-patch rules. Prefer the bonuses and values actually awarded in your game.

Multiply awarded factors, then apply the result to value

Start at ×1 and multiply each applicable bonus factor once. Two factors of ×1.2 and ×1.25 produce ×1.5. For a catch whose base value is 3 coins, the corresponding estimate is 4.5 coins.

Use the condition builder when planning a compatible set of bonuses. Use the sale value estimator when the game already gave you a multiplier and you want to calculate the outcome from a known value. Both tools are useful because they answer different questions.

The attack mode limits the available conditions

Ranged exposes the aiming, distance and ammunition conditions as well as compatible movement and combat choices. Melee has its own finishing factor and a smaller set of shared conditions. Explosion has its own recorded finishing factor.

Universal is a base-only mode in the retained preset model: none of the twenty recorded conditions is assigned to it. It is not a promise that all conditions can be combined across damage types. Changing attack mode in the builder clears prior selections.

ModeHow to use it
RangedChoose conditions that match the finishing shot and its context.
MeleeUse the melee factor and the shared conditions available in this mode.
ExplosionApply the explosion factor when that damage finishes the target.
UniversalInspect a target’s unmodified base value in this preset model.

Choose one scope state and one airborne state

No Scope and Quick Scope describe different aiming states for the finishing shot. The builder allows one of them at a time. Dogfight, Aerial and Fly Fishing likewise describe different combinations of player and target position, so selecting one replaces another in that group.

Compatibility controls prevent those specific conflicts. They do not prove that your in-game attempt met every timing, distance or health condition. Only select a bonus that actually applied when estimating a completed catch.

Aim and ammunition conditions

Distances and timing thresholds below are historical reference values. They explain the preset labels; use your actual award display to judge a current attempt.

ConditionFactorRecorded requirement
No Scope×1.2The finishing shot comes at least 0.25 seconds after leaving aiming mode.
Quick Scope×1.1The finishing shot lands within the first 0.5 seconds of aiming.
Longshot×1.3The shot covers at least 25 game distance units.
Headshot×1.25The final hit meets the creature’s head-position test.
One Shot One Kill×1.25A full-health target is defeated by one damaging hit.
Point Blank×1.1The finishing shot is fired from under 2 game distance units.
Last Bullet×1.25The held weapon reaches zero ammunition on the finishing shot.

Movement conditions

The airborne group depends on both the player and target at the finish. A jump by itself does not establish which condition applies.

ConditionFactorRecorded requirement
360×1.5Turn at least 320° with pauses shorter than 0.5 seconds, then finish within 1 second.
Dogfight×1.5Player and target are both airborne.
Aerial×1.25Player is airborne; target is on the ground.
Fly Fishing×1.25Player is grounded; target is airborne.

Combat conditions

Some entries depend on the target’s prior state or the order in which the game awards bonuses. A calculator can multiply the choices without verifying those prerequisites. In particular, Noob Kill and Impressive should follow the in-game result rather than an optimistic selection.

ConditionFactorRecorded requirement
Melee×1.05A melee hit supplies the final damage.
Explosion×1.5Explosion damage supplies the final damage.
Noob Kill×1.01The game awards this when no earlier Killscore condition has registered.
Finally×1.1More than five shots without a kill precede this kill.
Endangered×1.25The target is marked endangered by the game.
Killsteal×1.3Your first local hit finishes a target with at most 30% health remaining.
Overkill×1.25A non-boss finishes below −70 health after the final hit.
Impressive×2At least five other bonus conditions qualify on the same kill.

A chain adds one multikill factor

Keep consecutive kills no more than three seconds apart in the historical model. A two-kill chain starts at ×1.05; each additional kill raises the factor by 0.05 until eleven kills reach ×1.5. Select the final tier once rather than multiplying every earlier tier together.

Kills in chainFactor
2×1.05
3×1.1
4×1.15
5×1.2
6×1.25
7×1.3
8×1.35
9×1.4
10×1.45
11×1.5

Use a simple combination to check your estimate

For a 3-coin target, No Scope ×1.2 and Headshot ×1.25 give ×1.5 and 4.5 coins. Replacing No Scope with Quick Scope gives ×1.375 and 4.125 coins, displayed as 4.13 when rounded to two decimal places. Adding the eleven-kill ×1.5 factor to that second example gives 6.1875 coins, displayed as 6.19.

These examples demonstrate multiplication and display rounding. They do not assert how the game rounds every transaction, and they do not include lure, ammunition or other costs. A gross sale estimate is different from profit.

The Impressive award and achievement are different checks

The condition list includes a bonus named Impressive, while the official Steam achievement asks for a total Killscore multiplier of at least ×5. Selecting the named factor alone is not the same as satisfying that achievement. Calculate the total from the bonuses you actually earned, then check the achievement state in Steam.

Sources & further reading