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.
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 ↗
Hero kills
Normal bounty first; comeback extra second; catch-up check last.
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
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, 0.498fₙ corresponds to 1 through 6 credited players
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_poola = assister count · I = 1 on the killer's first hero kill
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
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
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.
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
Unstable Rift
Rewards use the gap at spawn. Bullet, Spirit, and Debuff Resist use the live gap.
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 + 222mtₛ = Rift spawn time in seconds · G = team reward
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
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
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
Catch-up payouts
Starting at 8:00, catch-up targets the poorest teammates. Each 3-second budget pays as three one-second pulses.
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 − redirectRedirect only when recipient Souls wᵢ > A_enemy. Equality stays direct.
O = enemy-team Souls · n = enemy players · x = this player's extra comeback Souls
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 budget6722 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.
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 − LWith 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.
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, 2The three installments always add back to the fixed budget X; only their recipients can change.
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 XThis 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.
Troopers, jungle & objectives
These sources share a team-gap bonus. Their normal rewards stay direct; only the extra Souls can enter catch-up.
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) − BActive 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.
September 16 changes
The changes behind this formula reference.
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.
06 · Interactive calculator
Payout calculator
Change the inputs to follow the Souls from reward to recipient. Calculations stay in your browser.
6722 · fractional carry between periods
Time base → credited-player scale. Normal total is 1,019.
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.
Killer / each assister / each other teammate. 1 lost to rounding.
The calculator now checks whether this player's share stays direct or enters the catch-up pool.
The part they receive immediately.
Above the enemy-player average, 70% goes to the pool, rounded to the nearest Soul.
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.