Burst

What it is

Burst is an uncommon hitscan weapon that snaps three shots per cast at the closest enemies in range, applying damage immediately with no traveling projectiles. The visible beam line is suppressed, so each cast reads as an instant muzzle flash plus on-target impact.

Identity

FieldValue
Weapon IDburst
Rarityuncommon
Familysniper
Damage tagbullet
Target modeclosest
Collision modebeam_trace
Area modebeam_width
Scaling curvelinear
Can hit destructiblesyes
Warmup0.0 s

See target modes, damage tags, collision modes, area modes, scaling curves.

Stats by level

Base stats from the weapon spec, evaluated as base + scaling * (level - 1).

StatL1L10L20
Damage per shot (base)38236456
Shots per cast333
Fire rate (casts/s)1.602.503.50
Cast interval (s)0.6250.4000.286
Acquire range (units)228263.1302.1
Beam width (units)6.07.89.8
Travel range multiplier1.01.01.0
Beam length multiplier1.01.01.0

Effective per-shot damage after the global damage multiplier curve (includes early-level buff):

LevelBase damageLevel multiplierEffective damage per shot
L1381.3049.4
L102362.50590
L204567.503420

Behavior

Each cast fires three independent shots in the same tick, each retargeting a different nearby enemy. Damage applies on contact via beam-trace collision; no projectile travels through space.

The visible beam line between muzzle and target is suppressed. Visuals are muzzle flash plus impact only.

“More Projectiles” upgrades stack additional shots on top of the base three; each added shot picks its own nearby enemy via the multi-target angle resolver.

Horizontal modifiers

ModifierRate
Damage per H0.04
Fire rate per H0.10

See horizontal modifiers for how these rates apply to upgrade choices.

Scaling

Linear curve — effective level equals nominal level at every step. Damage, fire rate, acquire range, and beam width grow linearly with level via their respective base + scaling * (level - 1) formulas. Shots per cast is held flat at three across all levels by a stepped-stat definition.

Global damage scaling is layered on top via the shared damage multiplier curve.

EXTRACT-CANDIDATE flags

  • EXTRACT-CANDIDATE: concept-scaling-curves should document the six curve types (linear, exponential, steep_exp, front_loaded, s_curve, linear_fast) and their t -> curvedT formulas.
  • EXTRACT-CANDIDATE: concept-damage-multiplier-curve should document the piecewise-linear anchors [1, 1.00], [4, 1.25], [8, 2.00], [12, 3.00], [16, 5.00], [20, 7.50] and the low-level early-game buff (+30% at L1, -5% per level, 0% at L7+).
  • EXTRACT-CANDIDATE: concept-target-modes should enumerate closest, furthest, flanking, low_hp with selection rules.
  • EXTRACT-CANDIDATE: concept-collision-modes should enumerate first_hit, pierce_all, target_only, beam_trace, chain_arc.
  • EXTRACT-CANDIDATE: concept-area-modes should enumerate the eleven area modes including beam_width and how the Area horizontal modifier maps to each.
  • EXTRACT-CANDIDATE: concept-damage-tags should enumerate bullet, energy, bomb, fire and the legendary secondary-tag rule.
  • EXTRACT-CANDIDATE: concept-horizontal-modifiers should document the dmgPerH / ratePerH rates and how H-stacks compound.
  • EXTRACT-CANDIDATE: concept-stepped-stats (new) should document the [minLevel, value][] evaluation rule used here for projectileCount and across chain/blade/shell counts.
  • EXTRACT-CANDIDATE: concept-multi-targeting (new) should document how “More Projectiles” upgrades stack additional shots and how the multi-target angle resolver picks per-shot targets.
  • EXTRACT-CANDIDATE: concept-hideBeamLine behavior (instant-cast hitscan visual archetype) is shared across any future hitscan weapon — promote to a concept-hitscan-weapons page if a second weapon adopts it.