Deadlock Times · Mechanics guide

Deadlock comeback & catch-up

Where extra Souls come from, who receives them, and how the catch-up pool helps the poorest teammates.

Build 6697 formula reference

6722 revalidation · passive budgets now retain fractional carry

Changed: the two passive budgets keep separate fractional remainders. With a supplied H = 100 and zero starting carry, lowest budgets over three periods are 2 → 3 → 2, not the old 2 → 2 → 2; second-lowest budgets are 1 → 2 → 1. The calculator now accepts carry and shows the next state. This is a period-budget reconstruction, not a whole-match simulation.

Selected hero/shared reward arithmetic, share arrays and the 70% redirect check were rechecked without a supported numerical change. Full current Rift capture, snapshot and Resist lifecycle have not been revalidated; those calculator results retain their 6697 reference scope. The 6722 default Rift schedule is 11–13m first window, then 7m scheduled advancement with gates—not seven minutes after capture. Current resource clocks → · Per-model evidence & limits ↗

01

Hero kills

Normal bounty first; comeback extra second; catch-up check last.

01

Time base

On the standard path, the normal kill bounty rises from 200 Souls at 0:00 to 2,200 at 40:00, then stops.

b(t) = trunc(200 + 2000 × clamp(t / 2400, 0, 1))

t = elapsed game seconds

Example20:00 → t = 1,200Base bounty = 1,200 Souls
02

Credit scaling

Count the killer plus anyone who damaged the victim in the last 10 seconds. More credited players lower the total.

B = ceil(b(t) × fₙ)fₙ = 1.250, 1.150, 0.849, 0.700, 0.550, 0.498

fₙ corresponds to 1 through 6 credited players

ExampleThree credited players at 20:00B = 1,019 Souls
03

Killer / assist split

Killer weight: 2.2. Each assist: 1. The killer's first hero kill adds 125 before this normal split.

T = B + 125IA_pool = trunc(T × a / (a + 2.2))killer = T − A_pool

a = assister count · I = 1 on the killer's first hero kill

ExampleB = 1,019 · two assists · I = 0Assist pool = 485; killer = 534Assisters receive 242 and 243
04

Team deficit

Starts only when the killer's team trails by more than 1,500 Souls. The proportional gap sets the boost.

C = 1 + 2.268(V / K − 1)

Use when K > 0 and V − K > 1,500; otherwise C = 1.

K = killer-team Souls · V = victim-team Souls

Example60,000 vs 72,000C = 1.4536
05

Rich victim

Compare the victim with the killer team's per-player average. This can apply even when the killer's team is ahead.

A = floor(K / max(p, 1))D = 1 + 2.484(v / A − 1)

Use D when A > 1,250 and v > A; otherwise D = 1.

p = killer-team players · v = victim Souls

ExampleK = 60,000 · p = 6 · v = 14,000A = 10,000D = 1 + 2.484 × 0.4 = 1.9936
06

Turn the boosts into Souls

Multiply the two boosts and cap the result. A qualifying team that is not ahead gets another +0.15 if it did not reach the cap. Apply the result to B, then keep 40% of the increase as comeback Souls.

M₀ = C × DM = min(M₀, 5 before 8:00; otherwise 7)M ← M + 0.15 only when the killer's team is not ahead and M₀ was not cappedraw uplift = trunc(B × M) − BE = trunc(raw uplift × 0.40)

The cap limits C × D, not the payout. B excludes the +125 first-kill bonus. There is no second cap after adding +0.15.

ExampleC × D = 1.4536 × 1.9936 = 2.8979; below the 7× cap+0.15 → M = 3.0479; trunc(1,019 × M) = 3,10540% of the 2,086-Soul increase → E = 834
07

Whole-team split

Killer: 30%. The rest uses weight 1.5 per assist and weight 1 per other teammate.

killer = trunc(0.30E)R = E − killer; W = 1.5a + uassister = trunc(1.5R / W)other teammate = trunc(R / W)

a = assisters · u = other teammates

ExampleE = 834 · two assists · three others250 to killer · 146 to each assist · 97 to each other833 paid; 1 lost to truncation
02

Unstable Rift

Rewards use the gap at spawn. Bullet, Spirit, and Debuff Resist use the live gap.

08

Base Rift reward

At spawn, the Rift stores a team reward that grows by 222 Souls per time step. The winner shares it.

m = max(1, floor((tₛ − 720) / 60))G = 1,260 + 222m

tₛ = Rift spawn time in seconds · G = team reward

ExampleRift at 12:00 → tₛ = 720 · m = 1G = 1,260 + 222 = 1,482 Souls
09

Trailing-team reward

The poorer team is marked at spawn. If it wins the Rift, every teammate gets the same gap-scaled extra.

r = min(1, 1.5(O / P − 1))e = ceil((10 / 7) × r × G / N)

P/O = marked/enemy snapshot Souls · N = current recipients

Example80k vs 100k · G = 1,482 · N = 6r = 0.375e = ceil(132.32) = 133 Souls each
10

Three Resists

The live 0–15% team deficit scales a Resist maximum that rises from 10% to 40% over time.

d = 1 − max(L, 1) / max(Oₗ, 1)q = clamp(d / 0.15, 0, 1)R_max(t) = min(10 + t_minutes, 40)%R_effective = q × R_max(t)

Same value: Bullet Resist · Spirit Resist · Debuff Resist · roughly 35m area

Example12:00 · live totals 90k vs 100kq = 0.10 / 0.15 = 0.6667 · R_max = 22%Each Resist = 0.6667 × 22% = 14.67%
11

Rift Troopers

The same live deficit scales Rift Troopers from 5 to 14. They drop no Souls.

T_Rift Troopers = floor(5 + 9q)

Normal capture: 12s · full-strength endpoints: 6s trailing / 18s leading

Exampleq = 0.6667T = floor(5 + 9 × 0.6667) = 11At q = 1 → 14 Rift Troopers
03

Catch-up payouts

Starting at 8:00, catch-up targets the poorest teammates. Each 3-second budget pays as three one-second pulses.

12

Who keeps the extra?

If a recipient has more Souls than the average enemy player, 70% of their comeback extra goes into the team pool. At or below that average, they keep the full share.

A_enemy = floor(O / n)redirect = round_nearest(0.70x)direct = x − redirect

Redirect only when recipient Souls wᵢ > A_enemy. Equality stays direct.

O = enemy-team Souls · n = enemy players · x = this player's extra comeback Souls

ExampleRecipient 40k · enemy average 30k · x = 10070 pooled + 30 direct
13

Passive catch-up

After 8:00, recent team income funds new Souls for the poorest two teammates. Build 6722 keeps each budget’s fractional remainder for the next period; this is separate from the redirected reward pool.

H = (Σ gⱼ for j = 1..10) / 10L_regular = floor(0.025H + cL)S_regular = floor(0.015H + cS)next c = unrounded budget − integer budget

6722 period-budget stage. H = average income per recent 3-second slice; cL/cS are separate retained fractions, initially zero. Arithmetic rounds intermediate values to binary32. The 10-slice window and standard rates were rechecked.

ExampleSteady team income = 200 Souls/second · H = 600Poorest: 15 Souls · second-poorest: 9 Souls
14

Split the redirected pool

At the next 3-second boundary: 62.5% to the poorest budget; the remainder to second-poorest.

L = floor(0.625R)S = R − L

With two active players, both redirect shares merge onto the poorest. With one, both go to that player. With none, the current installment returns to pending.

ExampleR = 101Poorest: floor(0.625 × 101) = 63Second-poorest: 101 − 63 = 38
15

Three one-second installments

One pulse = one installment. Three pulses pay about one second apart, with the poorest players checked again before each.

pulse_k(X) = ceil(X(k + 1) / 3) − ceil(Xk / 3)k = 0, 1, 2

The three installments always add back to the fixed budget X; only their recipients can change.

ExamplePoorest budget 63 → pulse 1: 21 · pulse 2: 21 · pulse 3: 21Second-poorest budget 38 → 13 · 13 · 12All three installments paid = 101
16

The split does not lose Souls

Direct + pooled still equals the original share. Pool splitting and all three pulses also preserve their totals.

direct + redirect = xL + S = RΣ pulse_k(X), k = 0..2, equals X

This applies only after a comeback share reaches catch-up. Passive catch-up creates Souls; the hero team split can lose a rounding remainder; Rift rounding can add a few Souls.

Example30 direct + 70 pooled = 10063 + 38 = 101 pooled21 + 21 + 21 = 63 · 13 + 13 + 12 = 38
04

Troopers, jungle & objectives

These sources share a team-gap bonus. Their normal rewards stay direct; only the extra Souls can enter catch-up.

17

One bonus for the whole group

Lane Troopers, jungle rewards, Sinner's Sacrifices, Mid Boss, tier bosses, Guardians, and Shrines use the same rule: an enemy lead above 3,000 Souls adds up to 26% to the reward.

z = V / (K + 3,000)m = 1 + 0.26 × clamp((z − 1) / 0.20, 0, 1)bonus = trunc(B × m) − B

Active only when V > K + 3,000. The normal reward B always stays direct.

K = your team's total Souls · V = enemy-team total Souls · B = normal reward. This formula does not apply to hero kills, the Unstable Rift, or the Urn.

ExampleNormal reward 100 · own team 50k · enemy 65k100 normal + 26 comebackOnly the extra 26 Souls can enter catch-up
05

September 16 changes

The changes behind this formula reference.

Hero flat bonus162 / 270 rawRemoved
Hero uncapped bump+0.216+0.15
Rift flat extra+170 eachRemoved
Rift Resist maximumFixed 35%10% + 1/min · cap 40%
High-net-worth redirectNone70% standard

Notation

floor rounds down · ceil rounds up · trunc rounds toward zero · roundnearest uses nearest integer, nominal ties-to-even · clamp(x, 0, 1) keeps x between 0 and 1.

About this guide

Most reward formulas retain their build-6697 reference scope. The explicitly labeled passive period-budget stage now uses build 6722 and includes fractional carry. Selected unchanged arithmetic was rechecked, but current Rift lifecycle, every reward-source gate and live experiment prevalence are not established.

Further reading

06 · Interactive calculator

Payout calculator

Change the inputs to follow the Souls from reward to recipient. Calculations stay in your browser.

Hero-kill inputs
6722 · fractional carry between periods
1
Normal reward1,200 → 1,019

Time base → credited-player scale. Normal total is 1,019.

2
Hero-kill comeback boost1.4536 × 1.9936 → 3.0479×

Team-gap boost × rich-victim boost = 2.8979. The 7× cap is not reached, so +0.15 is added; 40% of the resulting increase creates 834 extra Souls.

3
Split among all teammates250 / 146 / 97

Killer / each assister / each other teammate. 1 lost to rounding.

4
Killer share250

The calculator now checks whether this player's share stays direct or enters the catch-up pool.

→
Paid to this player75

The part they receive immediately.

→
Added to the catch-up pool175

Above the enemy-player average, 70% goes to the pool, rounded to the nearest Soul.

Pending pool after event175
Lowest-net-worth10937 / 36 / 36
Second-lowest6622 / 22 / 22
Passive catch-up · 6722 · standard ratesAt 20 minutes: recent average 600 → lowest 15 / second 9 per 3-second period.Next fractional carry: 0 / 0.

Calculator limits: reward inputs retain their build-6697 reference scope; passive period budgets now use the checked 6722 fractional-carry stage. Only one optional alternative can be selected at a time. This does not simulate a whole match, recipient eligibility or current Rift capture/Resist lifecycle. For the Urn, enter a known extra amount; the calculator only distributes it.