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Local mechanics research · 1.1.1.0

Weapon Power, Gear Score & Base Damage

The recovered weapon-power curve, equipment weighting, difficulty factors and base attack records for all 80 weapons.

Reviewed 2026-10-01Shipped baseline; online overrides unobserved

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

Public evidence manifest and scalar datasets

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.

Shipped global outgoing curve
World threatGlobal outgoing factor
11
20.95
30.91
40.83
50.77
60.71
70.67
80.63
90.59
100.56
110.53
120.5
130.48
140.45
150.43
160.42
170.4
180.38
190.37
200.36
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

Public evidence manifest and scalar datasets

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

Public evidence manifest and scalar datasets

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.

80 weapon base-data records; entries are not DPS
WeaponKindAuthored base entries
Axemelee14 / 16 / 22
Hunter's Hatchetmelee14 / 14 / 21
Battlestaffmelee26 / 26 / 30
Elemental Staffmelee24 / 24 / 30
Claymoremelee15 / 25 / 20
Slaymoremelee15 / 25 / 20
Wolf Clawsmelee12 / 12 / 16
Sculker Clawsmelee12 / 12 / 16
Meat Cleavermelee13 / 13 / 18
Cacaphonous Cleavermelee13 / 13 / 18
Cookiecuttermelee20 / 20 / 30
Lullaby Blademelee20 / 20 / 30
Riftslashermelee14 / 14 / 15
Pride of the Plainsmelee14 / 14 / 15
Twilight Daggermelee25
Sculker's Banemelee25
Double Daggersmelee6 / 6 / 9
Venomous Fangsmelee6 / 6 / 9
Gauntletsmelee9 / 9 / 12
Prime Enchanter's Gauntletsmelee10 / 11 / 14
Clobberermelee35
Redstone Wreckermelee35
Mob Malletmelee18 / 24
Monster Mashermelee16 / 24
Glaivemelee18 / 20 / 28
Golden Glaivemelee18 / 20 / 28
Greataxemelee28 / 30
Awesomeaxemelee28 / 30
Greatswordmelee18
The Darkshardmelee18
Battle Hammermelee15 / 15 / 25
Emerald Hammermelee15 / 15 / 25
Macemelee14 / 16 / 24
Carapace Macemelee14 / 16 / 24
Tidal Sicklemelee12 / 12 / 19
Lunar Sicklemelee15 / 15 / 23
Pickaxemelee16 / 16 / 24
The Prospector's Pickmelee16 / 16 / 24
Pikemelee15 / 17 / 22
Stormcallermelee15 / 17 / 22
Rapiermelee6 / 8 / 28
The Thousand Cutsmelee6 / 8 / 28
Sabremelee12 / 14 / 22
Rascal's Razormelee12 / 14 / 22
Scythemelee22 / 26 / 30
Soul Reapermelee22 / 26 / 30
Short Spearmelee14 / 8 / 20
Spectral Spearmelee14 / 8 / 20
Shovelmelee15 / 15 / 60
Diamond Shovelmelee15 / 15 / 60
Double Sicklesmelee9 / 9 / 13
Sift Sicklesmelee9 / 9 / 13
Longswordmelee18 / 18 / 26
Frostbitermelee18 / 18 / 26
Swordmelee14 / 16 / 22
The Burning Blademelee14 / 14 / 20
War Hammermelee40
Heartbreakermelee40
Bowranged1 × 18
Crossbowranged1 × 24
Shortbowranged1 × 11
Trickbowranged1 × 14
Longbowranged1 × 25
Powerbowranged1 × 20
Scatter Crossbowranged3 × 12
Heavy Crossbowranged1 × 40
Dual Crossbowsranged1 × 12 / 1 × 12
Rapid Crossbowranged1 × 8
Ranger's Promiseranged1 × 18
The Shacklerranged1 × 24
Shooting Starranged1 × 11
Phantom Wingranged1 × 14
Creaking's Reachranged1 × 25
Paragonranged1 × 20
Harp Crossbowranged3 × 12
The Close Rangerranged1 × 40
Double Crossersranged1 × 12 / 1 × 12
The Cross Pollinatorranged1 × 8
Greatbowranged1 × 18
Humbler Heartstringranged1 × 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

Public evidence manifest and scalar datasets

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

Public evidence manifest and scalar datasets

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.

Reviewed evidence manifest and scalar data