Chain weapons

What it is

A chain weapon damages a primary target and then arcs to nearby targets in sequence, one hop at a time. Each hop hits a previously-unvisited enemy within the chain radius of the last hit and continues until the chain hop budget is exhausted or no valid next target exists. Damage decreases on every hop by a fixed falloff coefficient.

The math

The first target receives the full base damage of the firing shot. Damage carried into hop number N (counting the first jump after the primary as N = 1) follows a geometric decay against the chain falloff coefficient.

SymbolMeaning
baseDamage dealt to the primary target
falloffPer-hop damage multiplier from the weapon spec
NHop index after the primary (1 = first arc, 2 = second arc, …)
damage_at_hop_NDamage applied to the enemy hit on hop N

Damage on hop N:

damage_at_hop_N = base × falloff^N

Hop target selection at each step:

  1. Start from the position of the last enemy hit (not the player’s current position).
  2. Consider only enemies within the chain radius of that last-hit position.
  3. Exclude any enemy already in the hit set for this chain.
  4. Pick the nearest remaining enemy.
  5. Also reject any candidate whose distance from the original firing origin exceeds the chain’s maximum total range.

If no candidate survives those filters, the chain ends immediately even if hops remain in the budget.

Two invariants:

  • No retarget: once an enemy is in the hit set for a chain, it cannot be re-hit by the same chain even if it ends up back inside the radius of a later hop.
  • Last-hit anchor: jumps are anchored on the position of the previous victim, so if that enemy dies the chain still continues from the location where the hit landed.

The maximum total range from the firing origin is set at fire time:

chain_max_total_range = first_target_range + chain_radius × 2

Numeric defaults

Resolver-level defaults that apply when a spec does not override them, and the per-weapon values declared on the canonical chain weapon.

StatResolver defaultLightning value
Chain falloff (damage multiplier per hop)0.880.88
Chain radius (world units)10093 at level 1, +11.748 per level
Hop delay (seconds between successive arcs)0.060.12
Chain hop budget when no spec override3Stepped: 5 / 20 / 60 / 150 / 300 at level 1 / 6 / 10 / 15 / 20
First target acquire range (world units)Falls back to chain radius249 at level 1, +6 per level

Hit-set behavior:

PropertyValue
Hit set scopePer-chain (one set per fired shot)
Initial membersThe primary target, added at the moment of the first hit
Membership ruleAny enemy struck by any hop is added; never removed
Re-hit allowed within the same chainNo
Re-hit allowed by a future shot of the same weaponYes — each shot creates its own hit set

Sequencing:

PropertyValue
Hops per frameOne
Time between hopsHop delay (seconds)
Action when no valid next target is foundChain terminates and remaining hop budget is discarded
Action when the chain entity’s lifetime expiresChain terminates regardless of remaining hops

Which weapons use it

WeaponCollision modeFamily
LightningChain arcChain