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.
| Level | Multiplier |
|---|---|
| 1 | 1.00× |
| 4 | 1.25× |
| 8 | 2.00× |
| 12 | 3.00× |
| 16 | 5.00× |
| 20 | 7.50× |
Values between anchors are linearly interpolated. The full per-level table:
| Level | Multiplier |
|---|---|
| 1 | 1.00× |
| 2 | 1.08× |
| 3 | 1.17× |
| 4 | 1.25× |
| 5 | 1.44× |
| 6 | 1.63× |
| 7 | 1.81× |
| 8 | 2.00× |
| 9 | 2.25× |
| 10 | 2.50× |
| 11 | 2.75× |
| 12 | 3.00× |
| 13 | 3.50× |
| 14 | 4.00× |
| 15 | 4.50× |
| 16 | 5.00× |
| 17 | 5.63× |
| 18 | 6.25× |
| 19 | 6.88× |
| 20 | 7.50× |
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.
| Level | Buff | Multiplier |
|---|---|---|
| 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).