Legendary Damage Baseline

What it is

An extra ×7.50 damage multiplier applied to every weapon flagged as legendary. It stacks on top of the normal level-scaled damage curve so a legendary at level 1 already hits roughly as hard as a non-legendary at level 20.

The math

Final per-shot damage for any weapon resolves as:

damage = base × scaling-curve × global-mult × low-level-buff × legendary-baseline × horizontal-damage-modifier
TermApplies toValue
baseall weaponsper-weapon base damage stat
scaling-curveall weaponsper-weapon level scaling (linear by default)
global-multall weaponspiecewise-linear curve, 1.00× at L1 → 7.50× at L20
low-level-buffall weapons+30% at L1, −5%/level, 0% at L7+
legendary-baselinelegendary only7.50×
horizontal-damage-modifierall weaponssum of primary/secondary/damage_all horizontals

The legendary baseline multiplier is taken from the level-20 anchor of the global damage curve.

Source valueMultiplier
Global damage curve at L207.50×
Legendary baseline7.50×

Why it exists

Legendaries enter the run at level 1 like any other weapon but skip the L1→L20 ramp the rest of the roster goes through. The baseline applies at the same point in the damage pipeline as the global multiplier, before horizontal modifiers, so a fresh legendary already sits at the top of the curve and any further level-ups push it past it.

The 10 legendaries

Every weapon listed here carries isLegendary: true and receives the ×7.50 baseline. There is no per-weapon override — all ten share the same multiplier.

Parent pairWeapon nameBaseline mult
bullet + bulletMega Bullet7.50×
bomb + bombHellrain7.50×
energy + energyStar Halo7.50×
fire + firePhoenix7.50×
bomb + bullet4-Way Burst7.50×
bullet + energyWave Gun7.50×
bullet + fireTrailblazer7.50×
bomb + energyRailstorm7.50×
bomb + fireCarpet Bomber7.50×
energy + firePlasma Mortar7.50×