Last Round — core¶
Last Round increases the last shell's direct 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:14 · Aliases: FinalRound
Behaviour and interactions¶
The multiplier is 1.20 × 1.05^(rank − 1), with exponential/finite representation guards in the runtime. Applied once to the entire last shell; shotgun pellets do not repeatedly multiply one another.
Tier: Uncommon · Categories: Weapons
Restriction: Last shell once, including all pellets.
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.
double exponent=Math.Log(1.20)+q*Math.Log(1.05);
v.Primary=exponent>=MaximumExponent?double.MaxValue:Math.Exp(exponent);
break;
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.