Weapon Power, Gear Score & Base Damage
The recovered weapon-power curve, equipment weighting, difficulty factors and base attack records for all 80 weapons.
Reviewed local game tables and selected native instructions from Windows build 1.1.1.0. Original-instruction tests use synthetic actors and engine services. They are not gameplay measurements; online overrides have not been observed.
Which balance settings apply?
The shipped Active ruleset inherits SecondPass through a native parent-copy operation. The values below are therefore the resolved local baseline for build 1.1.1.0. They are stronger evidence than the executable's startup defaults or an isolated table row. They are not a capture of an online server's current settings.
Evidence for this section
- Shipped Active balance inherits SecondPass by copying the parent struct
Native registration/import/merge/copy call chain plus shipped table; 32 controlled CPU cases. Record:
reference/local-balance-resolution-evidence-1.1.1.0.json/findings/0.Reviewed record SHA-256:
ca95aa704324ad911f7ee380e0aa3663773fc003f3b32fde4e9e0a81e7086cae
A weapon uses its own Item Power
Melee scaling reads the equipped melee weapon's power; ranged scaling reads the ranged weapon's power. The three artifact slots have separate power attributes. Replacing an unrelated armor piece does not change the direct weapon-slot power input in these paths.
Let P be the weapon's Item Power and T the captured current threat. trunc means discard the fractional part. First compute Q = trunc(1 + max(trunc(T) − 1, 0) × 5 × 1.5). Then F = max(0.1, 1.5 / (1 + 0.5 × exp(0.15 × (Q − P)))). At P = Q, F is 1. The lower floor is 0.1; 1.5 is an asymptote approached from below, not a reachable hard cutoff.
The weapon multiplier is F × globalOutgoing(worldThreat) × selectedDifficultyOutgoing(worldThreat). The world-threat helper takes the ceiling of the mean current threat of the player actors it counts. The shipped Low outgoing curve is 1.5 and High is approximately 0.6; the neutral factor is 1. This describes the selected outgoing-damage stage, not all difficulty effects.
| World threat | Global outgoing factor |
|---|---|
| 1 | 1 |
| 2 | 0.95 |
| 3 | 0.91 |
| 4 | 0.83 |
| 5 | 0.77 |
| 6 | 0.71 |
| 7 | 0.67 |
| 8 | 0.63 |
| 9 | 0.59 |
| 10 | 0.56 |
| 11 | 0.53 |
| 12 | 0.5 |
| 13 | 0.48 |
| 14 | 0.45 |
| 15 | 0.43 |
| 16 | 0.42 |
| 17 | 0.4 |
| 18 | 0.38 |
| 19 | 0.37 |
| 20 | 0.36 |
Evidence for this section
- Threat-relative weapon power uses a capped logistic curve
native arithmetic, 192 synthetic CPU emulation cases. Record:
reference/local-weapon-power-evidence-1.1.1.0.json/findings/1.Reviewed record SHA-256:
e6dc83dce5131896015667bd9bfdc557abf5323849f6f22af54f570a6caa56b8 - Weapon multipliers also include global and selected difficulty curves
native call chain plus authored curves. Record:
reference/local-weapon-power-evidence-1.1.1.0.json/findings/2.Reviewed record SHA-256:
e6dc83dce5131896015667bd9bfdc557abf5323849f6f22af54f570a6caa56b8 - Weapon combat power comes from its own equipped slot
Native slot/callback mapping, slot getter and GE magnitude binding. Record:
reference/local-equipped-item-power-evidence-1.1.1.0.json/findings/0.Reviewed record SHA-256:
c6eee222ede971275a7a2bf12a2ef62d818d2324a99a24a214abf99a8714e160 - Shipped Active balance inherits SecondPass by copying the parent struct
Native registration/import/merge/copy call chain plus shipped table; 32 controlled CPU cases. Record:
reference/local-balance-resolution-evidence-1.1.1.0.json/findings/0.Reviewed record SHA-256:
ca95aa704324ad911f7ee380e0aa3663773fc003f3b32fde4e9e0a81e7086cae
Armor power and overall equipment average are different
EffectiveArmorPower = (helmet + chest + leggings + boots + mean(artifact 1, artifact 2, artifact 3)) / 5. Each armor piece contributes one fifth; all three artifacts together contribute the remaining fifth. RawArmorPower is the mean of the four armor pieces.
The separate equipment-average routine excludes talismans, cosmetics and private or unequipped entries. It rounds each eligible power, skips values below 1, truncates the resulting mean and returns 1 for an empty set. This is not a reason to average all twelve Build Lab slots. The arithmetic is recovered; every UI display binding and the complete armor-mitigation path are still being traced.
Evidence for this section
- The three artifacts together contribute one fifth of effective armor power
Native aggregate routine executing the slot getter; normal-layout model comparisons. Record:
reference/local-equipped-item-power-evidence-1.1.1.0.json/findings/1.Reviewed record SHA-256:
c6eee222ede971275a7a2bf12a2ef62d818d2324a99a24a214abf99a8714e160 - The equipment-average function has its own exclusions and rounding
Native item collection, average and per-item rounding checks. Record:
reference/local-equipped-item-power-evidence-1.1.1.0.json/findings/2.Reviewed record SHA-256:
c6eee222ede971275a7a2bf12a2ef62d818d2324a99a24a214abf99a8714e160
How to read the weapon records
All 58 melee and 22 ranged weapons now have local base-data supplements on their individual pages. Normal melee primary damage is Damage × DamageRatio. Each additional damage type receives Damage × (1 − DamageRatio). Splash begins at Damage × clamp(splashAttribute × splashMultiplier, 0, 1), then follows the same type split.
The selected ranged launch path starts with projectile base damage, applies the charge multiplier when charged, and applies a qualifying jump-shot multiplier. Impact prefers a positive supplied damage override over the projectile's original base. The separately stored ProjectileDamageFactor remains unresolved across other firing paths and is displayed as such.
Attack variants, stored loop counts, cooldown fields and attack-rate fields are authored data. They do not establish an animation's hit count, total firing cycle or DPS. Jump attacks, procs, splash and fixed traits must be accounted for separately. Fixed traits have been resolved across all 80 weapon records; a restricted direct-hit prototype supports 46 of the 58 melee weapons and rejects the remaining 12 rather than inventing their contributions.
| Weapon | Kind | Authored base entries |
|---|---|---|
| Axe | melee | 14 / 16 / 22 |
| Hunter's Hatchet | melee | 14 / 14 / 21 |
| Battlestaff | melee | 26 / 26 / 30 |
| Elemental Staff | melee | 24 / 24 / 30 |
| Claymore | melee | 15 / 25 / 20 |
| Slaymore | melee | 15 / 25 / 20 |
| Wolf Claws | melee | 12 / 12 / 16 |
| Sculker Claws | melee | 12 / 12 / 16 |
| Meat Cleaver | melee | 13 / 13 / 18 |
| Cacaphonous Cleaver | melee | 13 / 13 / 18 |
| Cookiecutter | melee | 20 / 20 / 30 |
| Lullaby Blade | melee | 20 / 20 / 30 |
| Riftslasher | melee | 14 / 14 / 15 |
| Pride of the Plains | melee | 14 / 14 / 15 |
| Twilight Dagger | melee | 25 |
| Sculker's Bane | melee | 25 |
| Double Daggers | melee | 6 / 6 / 9 |
| Venomous Fangs | melee | 6 / 6 / 9 |
| Gauntlets | melee | 9 / 9 / 12 |
| Prime Enchanter's Gauntlets | melee | 10 / 11 / 14 |
| Clobberer | melee | 35 |
| Redstone Wrecker | melee | 35 |
| Mob Mallet | melee | 18 / 24 |
| Monster Masher | melee | 16 / 24 |
| Glaive | melee | 18 / 20 / 28 |
| Golden Glaive | melee | 18 / 20 / 28 |
| Greataxe | melee | 28 / 30 |
| Awesomeaxe | melee | 28 / 30 |
| Greatsword | melee | 18 |
| The Darkshard | melee | 18 |
| Battle Hammer | melee | 15 / 15 / 25 |
| Emerald Hammer | melee | 15 / 15 / 25 |
| Mace | melee | 14 / 16 / 24 |
| Carapace Mace | melee | 14 / 16 / 24 |
| Tidal Sickle | melee | 12 / 12 / 19 |
| Lunar Sickle | melee | 15 / 15 / 23 |
| Pickaxe | melee | 16 / 16 / 24 |
| The Prospector's Pick | melee | 16 / 16 / 24 |
| Pike | melee | 15 / 17 / 22 |
| Stormcaller | melee | 15 / 17 / 22 |
| Rapier | melee | 6 / 8 / 28 |
| The Thousand Cuts | melee | 6 / 8 / 28 |
| Sabre | melee | 12 / 14 / 22 |
| Rascal's Razor | melee | 12 / 14 / 22 |
| Scythe | melee | 22 / 26 / 30 |
| Soul Reaper | melee | 22 / 26 / 30 |
| Short Spear | melee | 14 / 8 / 20 |
| Spectral Spear | melee | 14 / 8 / 20 |
| Shovel | melee | 15 / 15 / 60 |
| Diamond Shovel | melee | 15 / 15 / 60 |
| Double Sickles | melee | 9 / 9 / 13 |
| Sift Sickles | melee | 9 / 9 / 13 |
| Longsword | melee | 18 / 18 / 26 |
| Frostbiter | melee | 18 / 18 / 26 |
| Sword | melee | 14 / 16 / 22 |
| The Burning Blade | melee | 14 / 14 / 20 |
| War Hammer | melee | 40 |
| Heartbreaker | melee | 40 |
| Bow | ranged | 1 × 18 |
| Crossbow | ranged | 1 × 24 |
| Shortbow | ranged | 1 × 11 |
| Trickbow | ranged | 1 × 14 |
| Longbow | ranged | 1 × 25 |
| Powerbow | ranged | 1 × 20 |
| Scatter Crossbow | ranged | 3 × 12 |
| Heavy Crossbow | ranged | 1 × 40 |
| Dual Crossbows | ranged | 1 × 12 / 1 × 12 |
| Rapid Crossbow | ranged | 1 × 8 |
| Ranger's Promise | ranged | 1 × 18 |
| The Shackler | ranged | 1 × 24 |
| Shooting Star | ranged | 1 × 11 |
| Phantom Wing | ranged | 1 × 14 |
| Creaking's Reach | ranged | 1 × 25 |
| Paragon | ranged | 1 × 20 |
| Harp Crossbow | ranged | 3 × 12 |
| The Close Ranger | ranged | 1 × 40 |
| Double Crossers | ranged | 1 × 12 / 1 × 12 |
| The Cross Pollinator | ranged | 1 × 8 |
| Greatbow | ranged | 1 × 18 |
| Humbler Heartstring | ranged | 1 × 18 |
Evidence for this section
- All 58 melee weapon bases are indexed, including elemental packet splits
authored per-attack records with native normal-attack construction. Record:
reference/local-weapon-power-evidence-1.1.1.0.json/findings/4.Reviewed record SHA-256:
e6dc83dce5131896015667bd9bfdc557abf5323849f6f22af54f570a6caa56b8 - All 22 ranged weapons are indexed; charge scaling is traced but an extra stored factor remains unresolved
authored projectile data and native launch/impact path, incomplete end-to-end applicability. Record:
reference/local-weapon-power-evidence-1.1.1.0.json/findings/5.Reviewed record SHA-256:
e6dc83dce5131896015667bd9bfdc557abf5323849f6f22af54f570a6caa56b8 - Fixed weapon traits are now joined to their native values
Native import/static-batch/value construction plus all 80 weapon rows. Record:
reference/local-item-effect-generation-evidence-1.1.1.0.json/findings/0.Reviewed record SHA-256:
ca4bb9a8be2c3f7b513351cb542f67256dcf568ebd8e37f4ef0b953c0634f406 - Unique weapons can enter the conditional direct-hit model with explicit coverage
Versioned native fixed-trait dataset and packet input analysis. Record:
reference/local-item-effect-generation-evidence-1.1.1.0.json/findings/3.Reviewed record SHA-256:
ca4bb9a8be2c3f7b513351cb542f67256dcf568ebd8e37f4ef0b953c0634f406
Try the conditional melee calculator
Open Research Lab → Melee damage to compare one normal attack variant. The worked Axe example uses power 143, captured/world threat 20, Normal difficulty, Sharpness III and an already-critical hit against a hypothetical neutral target. Its internal packet total is 9.828 and its display-scale sum is 221.13 before popup rounding. Changing the defenses or qualifying conditions changes the result.
The display stage divides out the combined weapon multiplier and applies the Item Power display factor in this path. Therefore threat or outgoing difficulty can change the internal result while leaving the display-scale sum unchanged for otherwise identical inputs. This does not mean difficulty has no effect on combat.
Exporting keeps the scenario inputs, result and exclusions in a JSON file. The calculator does not read a hero save or connect to the game.
Evidence for this section
- Unique weapons can enter the conditional direct-hit model with explicit coverage
Versioned native fixed-trait dataset and packet input analysis. Record:
reference/local-item-effect-generation-evidence-1.1.1.0.json/findings/3.Reviewed record SHA-256:
ca4bb9a8be2c3f7b513351cb542f67256dcf568ebd8e37f4ef0b953c0634f406 - Threat-relative weapon power uses a capped logistic curve
native arithmetic, 192 synthetic CPU emulation cases. Record:
reference/local-weapon-power-evidence-1.1.1.0.json/findings/1.Reviewed record SHA-256:
e6dc83dce5131896015667bd9bfdc557abf5323849f6f22af54f570a6caa56b8 - The shipped player critical baseline is 1.5, overriding the class default of 2
Native constructor, type attribute import/inheritance/assignment path and DefaultPlayer table. Record:
reference/local-equipped-effect-evidence-1.1.1.0.json/findings/2.Reviewed record SHA-256:
d456f3287ed00f3ca3e95e6def73c88b383823fb41a55127d7a21eca3517aadf
Sources & data coverage
Reviewed local game tables and selected native instructions from Windows build 1.1.1.0. Original-instruction tests use synthetic actors and engine services. They are not gameplay measurements; online overrides have not been observed.