Damage Multiplier Curve

What it is

A global damage multiplier applied on top of every weapon’s per-stat damage. It reaches roughly 7.5× baseline at level 20, replacing what would otherwise be a flat linear scale topping out near 2-3×. The multiplier applies to damage only — fire rate, range, and other stats keep their own per-weapon scaling.

The curve

The multiplier is piecewise-linear, interpolated between fixed anchor levels.

LevelMultiplier
11.00×
41.25×
82.00×
123.00×
165.00×
207.50×

Values between anchors are linearly interpolated. The full per-level table:

LevelMultiplier
11.00×
21.08×
31.17×
41.25×
51.44×
61.63×
71.81×
82.00×
92.25×
102.50×
112.75×
123.00×
133.50×
144.00×
154.50×
165.00×
175.63×
186.25×
196.88×
207.50×

Low-level buff

A bundled additive buff lifts early-game weapons so they feel impactful before the mid-tier curve takes over. It starts at +30% at level 1 and decays linearly by 5 percentage points per level, reaching 0% at level 7 and staying there for all higher levels. The buff stacks multiplicatively with the global multiplier above.

LevelBuffMultiplier
1+30%1.30×
2+25%1.25×
3+20%1.20×
4+15%1.15×
5+10%1.10×
6+5%1.05×
7+0%1.00×

Final damage formula

damage = base × scaling-curve × global-multiplier × low-level-buff × horizontal-damage-modifier
  • base — the weapon’s base damage stat.
  • scaling-curve — per-weapon level scaling (see scaling-curves).
  • global-multiplier — the L1-to-L20 curve in the table above.
  • low-level-buff — the +30%-decaying-to-0% early-game buff above.
  • horizontal-damage-modifier — the damage horizontal contribution (see combat).