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

Damage, weapons and precision

Accepted shared damage is host-authoritative. Gun attack damage, damaging ability output, fixed support grants and secondary effects are separate channels with explicit provenance.

Gun damage and handling

Weapon damage is authored per pellet. Rate is rounds/second; the host enforces shot interval, ammo, switching and reload state. A shotgun's ideal shell is damage × pellet count only if all relevant pellets connect; falloff, obstruction, target resistance and weakpoints still apply.

Falloff interpolates between authored start/end distances toward the minimum damage fraction. Recoil, spread, recovery and ADS handling affect practical output. The roster contains five current weapons while older ID-zero assets remain outside selection.

Weakpoints and Scan

Ordinary precision uses a validated hit volume and the weapon weakpoint multiplier plus applicable precision bonuses. Scan Pulse creates three shared consumable body points. Each accepted direct pellet consumes its own point and uses 3 × (weapon weakpoint multiplier + Precision Core bonus).

Scan recasts extend current exposure rather than refilling or rerolling consumed points. Body and cover can occlude points. Ordinary marks do not expose Scan points. Catalyst's normal-active refund uses the accepted precision callback without multiplying refunds by pellets/points.

Damage families

Direct gun damage, damaging normals, offensive ultimates and secondary output have different eligible hooks. Fixed heals/shields do not become stronger just because ability damage rises. Triggering effects from applied damage rather than nominal overkill prevents excess proc budgets.

See procs, defenses, weapons and abilities.

Source: hitscan resolution, precision rules, damage rules, effect provenance.