- 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.
| Mode | How to use it |
|---|---|
| Ranged | Choose conditions that match the finishing shot and its context. |
| Melee | Use the melee factor and the shared conditions available in this mode. |
| Explosion | Apply the explosion factor when that damage finishes the target. |
| Universal | Inspect 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Distances and timing thresholds below are historical reference values.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.
| Condition | Factor | Recorded requirement |
|---|---|---|
| No Scope | ×1.2 | The finishing shot comes at least 0.25 seconds after leaving aiming mode. |
| Quick Scope | ×1.1 | The finishing shot lands within the first 0.5 seconds of aiming. |
| Longshot | ×1.3 | The shot covers at least 25 game distance units. |
| Headshot | ×1.25 | The final hit meets the creature’s head-position test. |
| One Shot One Kill | ×1.25 | A full-health target is defeated by one damaging hit. |
| Point Blank | ×1.1 | The finishing shot is fired from under 2 game distance units. |
| Last Bullet | ×1.25 | The 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.
| Condition | Factor | Recorded requirement |
|---|---|---|
| 360 | ×1.5 | Turn at least 320° with pauses shorter than 0.5 seconds, then finish within 1 second. |
| Dogfight | ×1.5 | Player and target are both airborne. |
| Aerial | ×1.25 | Player is airborne; target is on the ground. |
| Fly Fishing | ×1.25 | Player 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.
| Condition | Factor | Recorded requirement |
|---|---|---|
| Melee | ×1.05 | A melee hit supplies the final damage. |
| Explosion | ×1.5 | Explosion damage supplies the final damage. |
| Noob Kill | ×1.01 | The game awards this when no earlier Killscore condition has registered. |
| Finally | ×1.1 | More than five shots without a kill precede this kill. |
| Endangered | ×1.25 | The target is marked endangered by the game. |
| Killsteal | ×1.3 | Your first local hit finishes a target with at most 30% health remaining. |
| Overkill | ×1.25 | A non-boss finishes below −70 health after the final hit. |
| Impressive | ×2 | At 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 chain | Factor |
|---|---|
| 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.
