# Build balance report Generated from authored assets and shared runtime resolvers on 7 October 2026. These are deterministic theoretical scenarios, not human balance approval. Assumptions: perfect in-range body hits unless stated; first trigger at time zero; sustained magazine cycle = (magazine−1)×host shot interval + reload; no reload skipping. AoE target counts are explicit. Deployment time, movement, obstruction, aim errors, overkill and gun uptime lost to casting reduce practical output. Ultimate availability depends on accepted damage and kills, so ultimate output is not divided by an invented cooldown. | Weapon | Damage/trigger | Trigger/s | Magazine | Reload s | Near sustained DPS | Far DPS | Weakpoint multiplier | |---|---:|---:|---:|---:|---:|---:|---:| | Automatic Rifle | 20 | 8.333 | 30 | 1.5 | 120.482 | 60.241 | 2× | | Precision Rifle | 60 | 1.538 | 8 | 2 | 73.282 | 36.641 | 2× | | Carbine | 20 | 6 | 30 | 1.8 | 90.452 | 45.226 | 1.5× | | Marksman rifle | 40 | 2.8 | 12 | 2 | 80.964 | 52.627 | 2× | | Hand cannon | 60 | 2 | 8 | 1.8 | 90.566 | 36.226 | 1.75× | | Shotgun | 96 | 1.25 | 6 | 2.4 | 90 | 13.5 | 1.25× | | SMG | 11 | 10 | 36 | 1.65 | 76.893 | 26.913 | 1.5× | | Ability | Slot | Recharge s | Authored magnitude | Duration s | Radius m | Notes | |---|---|---:|---:|---:|---:|---| | Aerostep | Passive | 0 | 0 | 0 | 0 | None | | Overcharge | Passive | 0 | 0 | 0 | 0 | None | | Bulwark | Passive | 0 | 0 | 0 | 0 | None | | Siphon | Passive | 0 | 0 | 0 | 0 | None | | Catalyst | Passive | 0 | 0 | 0 | 0 | None | | Tempo | Passive | 0 | 0 | 0 | 0 | None | | Tactician | Passive | 0 | 0 | 0 | 0 | None | | Channeler | Passive | 0 | 0 | 0 | 0 | None | | Dash | Active | 5 | 18 | 0.2 | 0 | Movement | | Barrier | Active | 12 | 45 | 6 | 0 | Support | | Nova | Active | 8 | 45 | 0 | 4 | Damaging, EchoSupported | | Haste | Active | 12 | 0.2 | 4 | 0 | None | | Arc Lance | Active | 10 | 65 | 0 | 40 | Damaging, EchoSupported | | Shield Pulse | Active | 18 | 25 | 6 | 6 | Support | | Gravity Snare | Active | 16 | 0 | 3 | 4 | Slow | | Scan Pulse | Active | 14 | 0 | 6 | 18 | Mark | | Shard Grenade | Active | 10 | 80 | 0.7 | 4 | Damaging, EchoSupported | | Repulsor Burst | Active | 12 | 35 | 0 | 6 | Damaging, EchoSupported | | Focus Window | Active | 18 | 0 | 5 | 0 | None | | Arc Anchor | Active | 18 | 12 | 6 | 5 | Damaging, EchoSupported | | Ward Beacon | Active | 22 | 4 | 5 | 5 | Support | | Slipstream Step | Active | 11 | 20 | 0.3 | 0 | Movement | | Strike | Melee | 1.2 | 35 | 0 | 2.5 | Damaging | | Starfall | Ultimate | 0 | 65 | 1.7 | 5 | Damaging | | Aegis Surge | Ultimate | 0 | 50 | 10 | 6 | Support | | Gravity Collapse | Ultimate | 0 | 100 | 5 | 6 | Damaging, Slow | | Rail Surge | Ultimate | 0 | 0 | 8 | 0 | None | Reference cast throughput (1× ability power, continuous exposed targets): - Arc Lance: 65 damage/target/cast ÷ 10 s = 6.5 theoretical DPS/target. Line penetration can hit multiple enemies, so horde output exceeds this single-target number. - Shard Grenade: 80 damage/target/cast ÷ 10 s = 8 theoretical DPS/target. Edge damage is half center; 0.7 s fuse and cover can waste a cast. - Repulsor Burst: 35 damage/target/cast ÷ 12 s = 2.917 theoretical DPS/target. 70° cone, targets within 6 m; output scales with exposed target count. - Arc Anchor: 72 damage/target/cast ÷ 18 s = 4 theoretical DPS/target. At most three continuously exposed targets; 4 Hz ticks. Equal reward budget: each scenario installs seven Common, three Uncommon, one Rare, one Legendary. This compares choices at equal economy investment, not equal ranks across rarity. Conditional gun damage shares the additive conditional bucket before base/final damage multipliers. | Scenario | Common damage/recharge contribution | Gun conditional bonus | Shield capacity addition | Normal recharge rate | Expected weakness | |---|---|---:|---:|---:|---| | Gunslinger | +32% gun / +0% ability | +10% within 8 m | 0 | 1× before movement | Aim, range, ammo; Focus/Rail favor high damage per accepted trigger. | | Caster | +0% gun / +32% ability | +0% within 8 m | 0 | 1.127× before movement | Recharge and placement gaps; LOS and wasted delayed damage; weaker gun contribution. | | Controller | +16% gun / +16% ability | +0% within 8 m | 0 | 1× before movement | Boss root/pull resistance; control needs teammate follow-through. | Full-kit equal-budget estimates use the actual permanent passive/active stat contributions, runtime DamageRules and core resolver. A shared Carbine isolates build investment from weapon choice. Assumptions: 70% gun hit rate, 20% weakpoints among hits, target within8m; damaging casts spend0.25s gun uptime (a behavioral scenario assumption, not a runtime firing lockout), 75% useful AoE exposure, three aligned/clustered enemies in the horde case. Caster rotates damaging casts within6s to sustain Field Battery (an optimistic upper bound); timed Tempo windows, Catalyst headshot refunds, other kill refunds, movement recharge and ultimate throughput are omitted. Focus/Rail20/40% trigger bonuses are fixed runtime policy values matching the plan; their authored magnitude is0. These outputs compare explicitly constrained scenarios rather than predict average gameplay. | Full kit | Boss DPS estimate | Three-target horde DPS estimate | HP + normal shield | Ultimate direct body burst for one use | |---|---:|---:|---:|---:| | Gunslinger | 123.878 | 123.878 | 57.5 + 50 | 68.16 bonus on6bodytriggers; secondary pierce requires another target | | Caster | 87.474 | 143.495 | 60 + 50 | 310.05 per exposed target | | Controller | 71.417 | 76.492 | 75 + 50 | 116 per exposed target | - Review flag: Gunslinger exceeds Controller by20% in both labeled scenarios. This flags a damage/support trade-off for playtesting; control, rescues and range exposure are not priced as damage. - Review flag: Caster exceeds Controller by20% in both labeled scenarios. This flags a damage/support trade-off for playtesting; control, rescues and range exposure are not priced as damage. Team/control/support scenarios: - 1 player(s): shared ordinary root maximum duty cycle 1.5/(1.5+4) = 27.273%; elite 0.5/(0.5+6) = 7.692%; bosses resist root/pull. Strongest same-family Ward remains 4 normal shield/s total per recipient, rather than 4; no overshield/invulnerability. Slow floors remain 40/70/90% movement, independent of player count. - 2 player(s): shared ordinary root maximum duty cycle 1.5/(1.5+4) = 27.273%; elite 0.5/(0.5+6) = 7.692%; bosses resist root/pull. Strongest same-family Ward remains 4 normal shield/s total per recipient, rather than 8; no overshield/invulnerability. Slow floors remain 40/70/90% movement, independent of player count. - 4 player(s): shared ordinary root maximum duty cycle 1.5/(1.5+4) = 27.273%; elite 0.5/(0.5+6) = 7.692%; bosses resist root/pull. Strongest same-family Ward remains 4 normal shield/s total per recipient, rather than 16; no overshield/invulnerability. Slow floors remain 40/70/90% movement, independent of player count. - No-kill boss: Kill Siphon, Kill Recharge and Hunter's Rhythm are inactive; Run Circuit requires actual movement. Normal casts/charges remain finite; Rail-modified output is wholly ultimate-tagged and grants no recharge to that ultimate. - Dense waves: Arc Anchor is capped at three LOS targets and one node/owner; each normal slot can own at most one field. Gravity Collapse and Dash Wake are separately bounded to one/owner. Grenade pending queue is bounded; secondary damage cannot trigger sibling offensive cores. - Shield starvation: Emergency Shell grants only after surviving a threshold crossing, once/30 s; lethal damage remains lethal. Four Ward fields do not create four independent tick grants. - Repeated revives: fresh alive/range/LOS inputs remain required; Linked Recovery restores normal shield only, once/8 s; no revive damage/charge/proc credit. Rescue Link speeds interaction rather than auto-reviving. Category availability across capability masks (including intentionally unsupported zero-damage/status/movement/support kits): - Uncommon: minimum 5 eligible distinct categories across 32 masks. - Rare: minimum 4 eligible distinct categories across 32 masks. - Legendary: minimum 5 eligible distinct categories across 32 masks. Representation/stack checks use the gameplay resolver directly. Values below are Primary, Secondary, Duration; physical application is bounded by the runtime numeric/overshield policy, with no rank-based object count growth. | Core | Rank | Primary | Secondary | Duration | |---|---:|---:|---:|---:| | Attack Damage Core | 0 | 0 | 0 | 0 | | Attack Damage Core | 1 | 0.08 | 0 | 0 | | Attack Damage Core | 5 | 0.4 | 0 | 0 | | Attack Damage Core | 20 | 1.6 | 0 | 0 | | Attack Damage Core | 100 | 8 | 0 | 0 | | Attack Damage Core | 9223372036854775807 | 7.3787E+17 | 0 | 0 | | Ability Damage Core | 0 | 0 | 0 | 0 | | Ability Damage Core | 1 | 0.08 | 0 | 0 | | Ability Damage Core | 5 | 0.4 | 0 | 0 | | Ability Damage Core | 20 | 1.6 | 0 | 0 | | Ability Damage Core | 100 | 8 | 0 | 0 | | Ability Damage Core | 9223372036854775807 | 7.3787E+17 | 0 | 0 | | Health Core | 0 | 0 | 0 | 0 | | Health Core | 1 | 15 | 0 | 0 | | Health Core | 5 | 75 | 0 | 0 | | Health Core | 20 | 300 | 0 | 0 | | Health Core | 100 | 1500 | 0 | 0 | | Health Core | 9223372036854775807 | 1.3835E+20 | 0 | 0 | | Reload Core | 0 | 1 | 0 | 0 | | Reload Core | 1 | 1.1 | 0 | 0 | | Reload Core | 5 | 1.2585 | 0 | 0 | | Reload Core | 20 | 1.4392 | 0 | 0 | | Reload Core | 100 | 1.6658 | 0 | 0 | | Reload Core | 9223372036854775807 | 7.3 | 0 | 0 | | Magazine Core | 0 | 0 | 0 | 0 | | Magazine Core | 1 | 0.1 | 0 | 0 | | Magazine Core | 5 | 0.5 | 0 | 0 | | Magazine Core | 20 | 2 | 0 | 0 | | Magazine Core | 100 | 10 | 0 | 0 | | Magazine Core | 9223372036854775807 | 9.2234E+17 | 0 | 0 | | Speed Core | 0 | 1 | 0 | 0 | | Speed Core | 1 | 1.05 | 0 | 0 | | Speed Core | 5 | 1.1292 | 0 | 0 | | Speed Core | 20 | 1.2196 | 0 | 0 | | Speed Core | 100 | 1.3329 | 0 | 0 | | Speed Core | 9223372036854775807 | 4.15 | 0 | 0 | | Cooldown Core | 0 | 1 | 0 | 0 | | Cooldown Core | 1 | 1.08 | 0 | 0 | | Cooldown Core | 5 | 1.2068 | 0 | 0 | | Cooldown Core | 20 | 1.3514 | 0 | 0 | | Cooldown Core | 100 | 1.5327 | 0 | 0 | | Cooldown Core | 9223372036854775807 | 6.04 | 0 | 0 | | Fire Rate Core | 0 | 1 | 0 | 0 | | Fire Rate Core | 1 | 1.04 | 0 | 0 | | Fire Rate Core | 5 | 1.1034 | 0 | 0 | | Fire Rate Core | 20 | 1.1757 | 0 | 0 | | Fire Rate Core | 100 | 1.2663 | 0 | 0 | | Fire Rate Core | 9223372036854775807 | 3.52 | 0 | 0 | | Bleed Rounds | 0 | 0 | 0 | 0 | | Bleed Rounds | 1 | 0.15 | 0 | 3 | | Bleed Rounds | 5 | 0.35 | 0 | 3 | | Bleed Rounds | 20 | 1.1 | 0 | 3 | | Bleed Rounds | 100 | 5.1 | 0 | 3 | | Bleed Rounds | 9223372036854775807 | 4.6117E+17 | 0 | 3 | | Kill Siphon | 0 | 0 | 0 | 0 | | Kill Siphon | 1 | 3 | 2 | 0 | | Kill Siphon | 5 | 7 | 10 | 0 | | Kill Siphon | 20 | 22 | 40 | 0 | | Kill Siphon | 100 | 102 | 200 | 0 | | Kill Siphon | 9223372036854775807 | 9.2234E+18 | 1.8447E+19 | 0 | | Reload Shield | 0 | 0 | 0 | 0 | | Reload Shield | 1 | 5 | 0 | 3 | | Reload Shield | 5 | 17 | 0 | 3 | | Reload Shield | 20 | 62 | 0 | 3 | | Reload Shield | 100 | 302 | 0 | 3 | | Reload Shield | 9223372036854775807 | 2.767E+19 | 0 | 3 | | Weakpoint Lens | 0 | 0 | 0 | 0 | | Weakpoint Lens | 1 | 0.15 | 0 | 0 | | Weakpoint Lens | 5 | 0.75 | 0 | 0 | | Weakpoint Lens | 20 | 3 | 0 | 0 | | Weakpoint Lens | 100 | 15 | 0 | 0 | | Weakpoint Lens | 9223372036854775807 | 1.3835E+18 | 0 | 0 | | Kill Recharge | 0 | 0 | 0 | 0 | | Kill Recharge | 1 | 0.03 | 0 | 0 | | Kill Recharge | 5 | 0.07 | 0 | 0 | | Kill Recharge | 20 | 0.22 | 0 | 0 | | Kill Recharge | 100 | 1.02 | 0 | 0 | | Kill Recharge | 9223372036854775807 | 9.2234E+16 | 0 | 0 | | Last Round | 0 | 1 | 0 | 0 | | Last Round | 1 | 1.2 | 0 | 0 | | Last Round | 5 | 1.4586 | 0 | 0 | | Last Round | 20 | 3.0323 | 0 | 0 | | Last Round | 100 | 150.29 | 0 | 0 | | Last Round | 9223372036854775807 | 1.7977E+308 | 0 | 0 | | Recoil Core | 0 | 1 | 1 | 0 | | Recoil Core | 1 | 0.9 | 1.05 | 0 | | Recoil Core | 5 | 0.59049 | 1.1292 | 0 | | Recoil Core | 20 | 0.12158 | 1.2196 | 0 | | Recoil Core | 100 | 2.6561E-05 | 1.3329 | 0 | | Recoil Core | 9223372036854775807 | 4.9407E-324 | 4.15 | 0 | | Quick Swap | 0 | 0 | 0 | 0 | | Quick Swap | 1 | 0.15 | 0 | 2 | | Quick Swap | 5 | 0.35 | 0 | 2.58 | | Quick Swap | 20 | 1.1 | 0 | 3.08 | | Quick Swap | 100 | 5.1 | 0 | 3.661 | | Quick Swap | 9223372036854775807 | 4.6117E+17 | 0 | 17.75 | | Splinter Rounds | 0 | 0 | 0 | 0 | | Splinter Rounds | 1 | 0.25 | 0.2 | 0 | | Splinter Rounds | 5 | 0.65 | 0.2 | 0 | | Splinter Rounds | 20 | 2.15 | 0.2 | 0 | | Splinter Rounds | 100 | 10.15 | 0.2 | 0 | | Splinter Rounds | 9223372036854775807 | 9.2234E+17 | 0.2 | 0 | | Spare Charge | 0 | 0 | 0 | 0 | | Spare Charge | 1 | 1 | 0 | 0 | | Spare Charge | 5 | 5 | 0 | 0 | | Spare Charge | 20 | 20 | 0 | 0 | | Spare Charge | 100 | 100 | 0 | 0 | | Spare Charge | 9223372036854775807 | 9.2234E+18 | 0 | 0 | | Chain Rounds | 0 | 0 | 0 | 0 | | Chain Rounds | 1 | 0.2 | 0.2 | 0 | | Chain Rounds | 5 | 0.4 | 0.2 | 0 | | Chain Rounds | 20 | 1.15 | 0.2 | 0 | | Chain Rounds | 100 | 5.15 | 0.2 | 0 | | Chain Rounds | 9223372036854775807 | 4.6117E+17 | 0.2 | 0 | | Cast Shield | 0 | 0 | 0 | 0 | | Cast Shield | 1 | 5 | 0 | 3 | | Cast Shield | 5 | 11 | 0 | 3 | | Cast Shield | 20 | 33.5 | 0 | 3 | | Cast Shield | 100 | 153.5 | 0 | 3 | | Cast Shield | 9223372036854775807 | 1.3835E+19 | 0 | 3 | | Kill Blast | 0 | 0 | 0 | 0 | | Kill Blast | 1 | 0.5 | 0 | 0 | | Kill Blast | 5 | 1.1 | 0 | 0 | | Kill Blast | 20 | 3.35 | 0 | 0 | | Kill Blast | 100 | 15.35 | 0 | 0 | | Kill Blast | 9223372036854775807 | 1.3835E+18 | 0 | 0 | | Piercing Rounds | 0 | 0 | 0 | 0 | | Piercing Rounds | 1 | 0.5 | 0 | 0 | | Piercing Rounds | 5 | 0.9 | 0 | 0 | | Piercing Rounds | 20 | 2.4 | 0 | 0 | | Piercing Rounds | 100 | 10.4 | 0 | 0 | | Piercing Rounds | 9223372036854775807 | 9.2234E+17 | 0 | 0 | | Cast Overdrive | 0 | 0 | 0 | 0 | | Cast Overdrive | 1 | 0.15 | 0.15 | 4 | | Cast Overdrive | 5 | 0.38774 | 0.75 | 5.161 | | Cast Overdrive | 20 | 0.65885 | 3 | 6.161 | | Cast Overdrive | 100 | 0.99873 | 15 | 7.322 | | Cast Overdrive | 9223372036854775807 | 9.45 | 1.3835E+18 | 35.5 | | Echo Cast | 0 | 0 | 0 | 0 | | Echo Cast | 1 | 0.2 | 0.35 | 0.3 | | Echo Cast | 5 | 1 | 0.35 | 0.3 | | Echo Cast | 20 | 4 | 0.35 | 0.3 | | Echo Cast | 100 | 20 | 0.35 | 0.3 | | Echo Cast | 9223372036854775807 | 1.8447E+18 | 0.35 | 0.3 | | Bleed Burst | 0 | 0 | 0 | 0 | | Bleed Burst | 1 | 0.5 | 1 | 0 | | Bleed Burst | 5 | 2.5 | 3 | 0 | | Bleed Burst | 20 | 10 | 10.5 | 0 | | Bleed Burst | 100 | 50 | 50.5 | 0 | | Bleed Burst | 9223372036854775807 | 4.6117E+18 | 4.6117E+18 | 0 | | Close-Range Rounds | 0 | 0 | 0 | 0 | | Close-Range Rounds | 1 | 0.1 | 0 | 0 | | Close-Range Rounds | 5 | 0.2585 | 0 | 0 | | Close-Range Rounds | 20 | 0.43923 | 0 | 0 | | Close-Range Rounds | 100 | 0.66582 | 0 | 0 | | Close-Range Rounds | 9223372036854775807 | 6.3 | 0 | 0 | | Longshot Lens | 0 | 0 | 0 | 0 | | Longshot Lens | 1 | 0.12 | 0 | 0 | | Longshot Lens | 5 | 0.3102 | 0 | 0 | | Longshot Lens | 20 | 0.52708 | 0 | 0 | | Longshot Lens | 100 | 0.79899 | 0 | 0 | | Longshot Lens | 9223372036854775807 | 7.56 | 0 | 0 | | Steady Trigger | 0 | 0 | 0 | 0 | | Steady Trigger | 1 | 0.02 | 0 | 2 | | Steady Trigger | 5 | 0.051699 | 0 | 2 | | Steady Trigger | 20 | 0.087846 | 0 | 2 | | Steady Trigger | 100 | 0.13316 | 0 | 2 | | Steady Trigger | 9223372036854775807 | 1.26 | 0 | 2 | | Field Battery | 0 | 0 | 0 | 0 | | Field Battery | 1 | 0.08 | 0 | 6 | | Field Battery | 5 | 0.2068 | 0 | 6 | | Field Battery | 20 | 0.35139 | 0 | 6 | | Field Battery | 100 | 0.53266 | 0 | 6 | | Field Battery | 9223372036854775807 | 5.04 | 0 | 6 | | Shield Recovery | 0 | 1 | 0 | 0 | | Shield Recovery | 1 | 1.1 | 0 | 0 | | Shield Recovery | 5 | 1.2585 | 0 | 0 | | Shield Recovery | 20 | 1.4392 | 0 | 0 | | Shield Recovery | 100 | 1.6658 | 0 | 0 | | Shield Recovery | 9223372036854775807 | 7.3 | 0 | 0 | | Rescue Link | 0 | 1 | 0 | 0 | | Rescue Link | 1 | 1.15 | 0 | 0 | | Rescue Link | 5 | 1.3877 | 0 | 0 | | Rescue Link | 20 | 1.6588 | 0 | 0 | | Rescue Link | 100 | 1.9987 | 0 | 0 | | Rescue Link | 9223372036854775807 | 10.45 | 0 | 0 | | Sprint Shield | 0 | 0 | 0 | 0 | | Sprint Shield | 1 | 4 | 2 | 2 | | Sprint Shield | 5 | 10.34 | 2 | 2 | | Sprint Shield | 20 | 17.569 | 2 | 2 | | Sprint Shield | 100 | 26.633 | 2 | 2 | | Sprint Shield | 9223372036854775807 | 252 | 2 | 2 | | Air Reserve | 0 | 0 | 0 | 0 | | Air Reserve | 1 | 10 | 0 | 2 | | Air Reserve | 5 | 25.85 | 0 | 2 | | Air Reserve | 20 | 43.923 | 0 | 2 | | Air Reserve | 100 | 66.582 | 0 | 2 | | Air Reserve | 9223372036854775807 | 630 | 0 | 2 | | Dash Wake | 0 | 0 | 0 | 0 | | Dash Wake | 1 | 0.25 | 0 | 2 | | Dash Wake | 5 | 0.25 | 0 | 2.929 | | Dash Wake | 20 | 0.25 | 0 | 3.729 | | Dash Wake | 100 | 0.25 | 0 | 4.658 | | Dash Wake | 9223372036854775807 | 0.25 | 0 | 27.2 | | Control Relay | 0 | 0 | 0 | 0 | | Control Relay | 1 | 0.15 | 0 | 0 | | Control Relay | 5 | 0.38774 | 0 | 0 | | Control Relay | 20 | 0.65885 | 0 | 0 | | Control Relay | 100 | 0.99873 | 0 | 0 | | Control Relay | 9223372036854775807 | 9.45 | 0 | 0 | | Marked Rounds | 0 | 0 | 0 | 0 | | Marked Rounds | 1 | 0.12 | 0 | 0 | | Marked Rounds | 5 | 0.3102 | 0 | 0 | | Marked Rounds | 20 | 0.52708 | 0 | 0 | | Marked Rounds | 100 | 0.79899 | 0 | 0 | | Marked Rounds | 9223372036854775807 | 7.56 | 0 | 0 | | Breaker Rounds | 0 | 0 | 0 | 0 | | Breaker Rounds | 1 | 0.12 | 0 | 0 | | Breaker Rounds | 5 | 0.3102 | 0 | 0 | | Breaker Rounds | 20 | 0.52708 | 0 | 0 | | Breaker Rounds | 100 | 0.79899 | 0 | 0 | | Breaker Rounds | 9223372036854775807 | 7.56 | 0 | 0 | | Backstep Guard | 0 | 0 | 0 | 0 | | Backstep Guard | 1 | 12 | 0 | 2 | | Backstep Guard | 5 | 31.02 | 0 | 2 | | Backstep Guard | 20 | 52.708 | 0 | 2 | | Backstep Guard | 100 | 79.899 | 0 | 2 | | Backstep Guard | 9223372036854775807 | 756 | 0 | 2 | | Linked Recovery | 0 | 0 | 0 | 0 | | Linked Recovery | 1 | 8 | 0 | 0 | | Linked Recovery | 5 | 20.68 | 0 | 0 | | Linked Recovery | 20 | 35.139 | 0 | 0 | | Linked Recovery | 100 | 53.266 | 0 | 0 | | Linked Recovery | 9223372036854775807 | 504 | 0 | 0 | | Emergency Shell | 0 | 0 | 0 | 0 | | Emergency Shell | 1 | 30 | 0.25 | 4 | | Emergency Shell | 5 | 77.549 | 0.25 | 4 | | Emergency Shell | 20 | 131.77 | 0.25 | 4 | | Emergency Shell | 100 | 199.75 | 0.25 | 4 | | Emergency Shell | 9223372036854775807 | 1890 | 0.25 | 4 | | Run Circuit | 0 | 0 | 0 | 0 | | Run Circuit | 1 | 0.12 | 3 | 3 | | Run Circuit | 5 | 0.3102 | 3 | 3 | | Run Circuit | 20 | 0.52708 | 3 | 3 | | Run Circuit | 100 | 0.79899 | 3 | 3 | | Run Circuit | 9223372036854775807 | 7.56 | 3 | 3 | | Pulse Engine | 0 | 0 | 0 | 0 | | Pulse Engine | 1 | 25 | 0 | 0 | | Pulse Engine | 5 | 64.624 | 0 | 0 | | Pulse Engine | 20 | 109.81 | 0 | 0 | | Pulse Engine | 100 | 166.46 | 0 | 0 | | Pulse Engine | 9223372036854775807 | 1575 | 0 | 0 | | Hunter's Rhythm | 0 | 0 | 0 | 0 | | Hunter's Rhythm | 1 | 0.12 | 0 | 4 | | Hunter's Rhythm | 5 | 0.3102 | 0 | 4 | | Hunter's Rhythm | 20 | 0.52708 | 0 | 4 | | Hunter's Rhythm | 100 | 0.79899 | 0 | 4 | | Hunter's Rhythm | 9223372036854775807 | 7.56 | 0 | 4 | | Shared Shelter | 0 | 0 | 0 | 0 | | Shared Shelter | 1 | 12 | 0 | 3 | | Shared Shelter | 5 | 31.02 | 0 | 3 | | Shared Shelter | 20 | 52.708 | 0 | 3 | | Shared Shelter | 100 | 79.899 | 0 | 3 | | Shared Shelter | 9223372036854775807 | 756 | 0 | 3 | | Shield Core | 0 | 0 | 0 | 0 | | Shield Core | 1 | 10 | 0 | 0 | | Shield Core | 5 | 50 | 0 | 0 | | Shield Core | 20 | 200 | 0 | 0 | | Shield Core | 100 | 1000 | 0 | 0 | | Shield Core | 9223372036854775807 | 9.2234E+19 | 0 | 0 | Review flags: measure any >20% advantage across both boss and horde at this budget; Focus/Rail favor shotgun/hand cannon by trigger damage; Arc Lance's multi-target line makes single-target comparisons incomplete. No numerical nerf is justified from these theoretical rows alone. Human aiming/feel and four-player profiling remain required.