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
| Field | Value |
|---|---|
| Weapon ID | burst |
| Rarity | uncommon |
| Family | sniper |
| Damage tag | bullet |
| Target mode | closest |
| Collision mode | beam_trace |
| Area mode | beam_width |
| Scaling curve | linear |
| Can hit destructibles | yes |
| Warmup | 0.0 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).
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage per shot (base) | 38 | 236 | 456 |
| Shots per cast | 3 | 3 | 3 |
| Fire rate (casts/s) | 1.60 | 2.50 | 3.50 |
| Cast interval (s) | 0.625 | 0.400 | 0.286 |
| Acquire range (units) | 228 | 263.1 | 302.1 |
| Beam width (units) | 6.0 | 7.8 | 9.8 |
| Travel range multiplier | 1.0 | 1.0 | 1.0 |
| Beam length multiplier | 1.0 | 1.0 | 1.0 |
Effective per-shot damage after the global damage multiplier curve (includes early-level buff):
| Level | Base damage | Level multiplier | Effective damage per shot |
|---|---|---|---|
| L1 | 38 | 1.30 | 49.4 |
| L10 | 236 | 2.50 | 590 |
| L20 | 456 | 7.50 | 3420 |
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
| Modifier | Rate |
|---|---|
| Damage per H | 0.04 |
| Fire rate per H | 0.10 |
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-curvesshould document the six curve types (linear,exponential,steep_exp,front_loaded,s_curve,linear_fast) and theirt -> curvedTformulas. - EXTRACT-CANDIDATE:
concept-damage-multiplier-curveshould 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-modesshould enumerateclosest,furthest,flanking,low_hpwith selection rules. - EXTRACT-CANDIDATE:
concept-collision-modesshould enumeratefirst_hit,pierce_all,target_only,beam_trace,chain_arc. - EXTRACT-CANDIDATE:
concept-area-modesshould enumerate the eleven area modes includingbeam_widthand how the Area horizontal modifier maps to each. - EXTRACT-CANDIDATE:
concept-damage-tagsshould enumeratebullet,energy,bomb,fireand the legendary secondary-tag rule. - EXTRACT-CANDIDATE:
concept-horizontal-modifiersshould document thedmgPerH/ratePerHrates and how H-stacks compound. - EXTRACT-CANDIDATE:
concept-stepped-stats(new) should document the[minLevel, value][]evaluation rule used here forprojectileCountand 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-hideBeamLinebehavior (instant-cast hitscan visual archetype) is shared across any future hitscan weapon — promote to aconcept-hitscan-weaponspage if a second weapon adopts it.