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THE DEVELOPMENT WIKIPROJECT I SPACE FANTASY · CO-OP FPS · ROGUELIKE

Piercing Rounds — core

Piercing Rounds adds distinct targets behind the original gun hit.

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:22 · Aliases: PhaseRounds

Behaviour and interactions

Adds rank additional distinct targets, each at 50% + 10% × (rank − 1) of original direct-hit damage. Damage does not compound along the chain. Walls stop penetration; secondary piercing hits do not start offensive procs.

Tier: Rare · Categories: Weapons

Restriction: Walls stop; distinct enemies; no secondary offensive effects.

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=.50+.10*q;v.Count=rank;break; // original direct hit fraction / additional distinct targets

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

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.