4-Way Burst
What it is
Bomb/bullet hybrid legendary that fires up to four simultaneous hitscan beams per cast at the four closest valid enemies spread around the ship, each detonating a bonus blast on impact. Damage applies instantly on the trigger frame — no projectiles travel — and total output scales with how many distinct targets are in range, so crowded fights pay out far harder than single-target ones at close range.
Merge recipe
| Parent A | Parent B | Result |
|---|---|---|
| Any L20 bomb-tag weapon | Any L20 bullet-tag weapon | 4-Way Burst (L1) |
One parent slot must carry the bomb damage tag and the other must carry the bullet damage tag; the unordered pair maps to this legendary regardless of which side is bomb. The resulting legendary starts at level 1 and levels up via the normal level-up pool from L1 to L20. See legendary damage baseline for why a fresh legendary already hits as hard as a non-legendary at L20.
Stats
Raw spec values, before the global damage multiplier, low-level buff, legendary baseline, and horizontal modifiers. See weapons for the level-scaling formula and damage multiplier curve for the multipliers stacked on top.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per beam | 1800 | 1800 | 1800 |
| Fire rate (casts/s) | 5.00 | 6.80 | 8.80 |
| Max simultaneous beams per cast | 4 | 4 | 4 |
| Blast radius (per beam impact) | 110 | 146 | 186 |
| Acquire range | 520 | 592 | 672 |
| Travel range multiplier | 1.0× | 1.0× | 1.0× |
| Warmup | 0.10 s | 0.10 s | 0.10 s |
| Cadence step spacing | 0.06 s | 0.06 s | 0.06 s |
| Minimum angular separation between beams | 30° | 30° | 30° |
Identity
| Field | Value |
|---|---|
| Family | Projectile |
| Rarity | Legendary |
| Damage tag | Bullet |
| Secondary damage tag | Bomb |
| Merge parents | Bomb + Bullet |
| Scaling curve | Linear |
| Target mode | Closest |
| Collision mode | First hit |
| Area mode | Bonus explosion |
| Behavior | Quad burst |
| Can hit destructibles | Yes |
Behavior
- Auto-aim picks the closest enemies at fire time. See target modes for the full definitions.
- Each cast fires up to four simultaneous hitscan beams, one per valid target, with each beam locked to a different enemy that lies at least 30° apart from every other selected beam direction. Fewer than four targets in range means fewer beams; the cast does not pad missing beams onto the same enemy.
- Beams are hitscan — no projectile travels through space. Damage is applied on the trigger frame the instant the cast resolves.
- Each beam terminates on the first enemy it hits (first-hit collision) and immediately spawns a blast at the impact point. See collision modes and area modes.
- The blast at each impact uses the bonus-explosion area mode: a per-hit bonus detonation layered on top of the beam’s direct damage, with damage falling inside the blast radius around the impact site.
- Cadence is encoded as a five-step all-on pattern (every step fires) with 0.06 s spacing, layered on top of the fire-rate cooldown.
- Travel range multiplier is 1.0× — there is no projectile lifetime to extend, since the weapon is hitscan.
- Beams can damage destructible props in addition to enemies.
- Primary damage tag is bullet and secondary is bomb, so any artifact or effect keyed on either tag procs on every hit.
- A short 0.10 s warmup gates the first cast at the start of a run.
Scaling
- Damage and beam count are flat — neither grows with level. All damage growth comes from the layered multipliers and from additional valid targets in range, not the spec base.
- Fire rate, blast radius, and acquire range all grow linearly: each adds
scaling × (level − 1)to its base. Fire rate adds 0.20 casts/s per level, blast radius adds 4 px per level, and acquire range adds 8 px per level. - Travel range multiplier, warmup, cadence step spacing, and minimum angular separation between beams are constant across all levels.
- The damage stat is multiplied by the global damage curve (1.00× at L1 → 7.50× at L20), the low-level damage buff (+30% at L1 decaying to 0% at L7), and the legendary baseline multiplier of 7.50×.
- Horizontal damage modifiers add another +4% per step on top, and horizontal fire-rate modifiers add +10% per step.
- Area horizontal modifiers grow the per-impact blast radius (area mode: bonus explosion).
- Because the primary damage tag is bullet and the secondary is bomb, both bullet-tag and bomb-tag horizontal damage tracks and tag-keyed affixes apply.
- Effective output scales with target density: a single enemy in range produces one beam + one blast per cast, while four or more enemies spread across ≥30° arcs produce all four beams + four blasts per cast for up to 4× the cast-level throughput.
EXTRACT-CANDIDATE flags (shared facts not yet on a canonical page, or worth promoting):
- Hitscan quad-burst behavior. 4-Way Burst’s
behavior: 'quad_burst'is the only legendary that resolves damage entirely on the trigger frame with no projectile entity. The dispatcher selects up toprojectileCountenemies ≥30° apart and applies damage + a bonus blast at each impact point instantly. No canonical page documents hitscan as a behavior category alongside projectile, beam, sweep, and explosive. - Bonus-explosion area mode.
areaMode: 'bonus_explosion'layers a per-hit blast onto the weapon’s direct damage rather than replacing the direct hit with splash. Distinct fromsplash(single hit + falloff splash),blast(whole damage in a radius), andbeam_width(line damage). Belongs on the area modes page. - Angular separation gate. The 30° minimum-angle requirement between simultaneous beams is a quad-burst-specific dispatcher constraint that prevents two beams from snapping to the same direction. No canonical page describes angular gates as a multi-target acquisition modifier.
- Multi-target throughput vs single-target throughput. Damage per cast scales linearly with valid targets in range up to
projectileCount(here 4). Single-target encounters get 1/4 of the weapon’s nominal output. Worth promoting to a multi-target-acquisition concept or weapons-hub note, since the spec table alone is misleading for solo-target damage estimates. - Mixed-tag legendary tag plumbing. Cross-tag legendaries (bomb+bullet here) set
damageTagandsecondaryDamageTagto different values. The hit resolver emits signals for both tags, so artifacts keyed on either tag proc once per hit. Same plumbing applies to Wave Gun (bullet+energy), Trailblazer (bullet+fire), Railstorm (bomb+energy), Carpet Bomber (bomb+fire), and Plasma Mortar (energy+fire). No canonical page describes how mixed-tag emissions interact with single-tag affixes. - Legendary VFX scale rule. Spatial parameters on legendaries (acquireRange, blastRadius, etc.) are ×5 their base-weapon counterparts; postFxSec is ×2 only. Currently only documented as a comment at the top of the legendaries source file. Worth promoting to a concept page.
- Cadence pattern + step semantics. The
cadencePattern(here[1,1,1,1,1]with 0.06 s spacing) andcadenceStepSectogether encode shot rhythm on top of the fire-rate cooldown. The cadence pattern page may not yet describe how an all-ones pattern reduces to a pure minimum-spacing gate. - Bullet archetype field.
bulletArchetype(herequad_round) is a renderer hook that selects a sprite/particle preset. For a hitscan weapon with no projectile, this hook drives the muzzle/impact flash preset rather than a flight sprite. Not documented anywhere in the wiki. - Code name vs in-game name drift. The weaponId is
lgd_flak_riflewhile the player-facing name is 4-Way Burst — neither matches the other. Worth a glossary note if the weaponId is ever surfaced in tooling, mirroring the same drift seen on Hellrain (lgd_blackhole_cluster) and Railstorm (lgd_plasma_launcher).