Attack Damage Core — core¶
Attack Damage Core adds base gun damage.
Status: Current. Availability: Source-defined; acquisition is build-dependent.
Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.
Identity: core:1 · Aliases: ReinforcedPayload
Behaviour and interactions¶
Adds 8% of base gun damage per rank to the additive base-damage bucket. It does not increase fixed shield or healing grants. Compare weapon handling and conditional bonuses separately.
Tier: Common · Categories: Weapons
Restriction: No additional catalogue restriction; ordinary eligibility and event validation still apply.
Rank scaling from source¶
n = rank, q = rank − 1, l = log2(1 + rank), h = log2(rank), for rank ≥ 1. The excerpt below is copied as text, not executed. Primary/secondary meaning is defined in the resolver description and behaviour notes.
v.Primary=.08*n;break; // additive damage multiplier
Acquisition ranks have no authored balance cap; integer/float representation and bounded runtime effect rules still apply. Spare Charge is ranked per selected normal active. Run upgrades survive stage travel and downing, and clear at final run end.
Eligibility and acquisition · Proc and stacking rules · Defenses
Where to change or verify¶
- Authoring: UpgradeCatalog.cs
- Runtime/design owner: RunEffectService.cs
Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.