Defy

What it is

Legendary fire-tagged beam weapon. A persistent cone, anchored at the ship and aimed at the closest enemy at fire time, applies damage-over-time to every enemy inside its volume. The cone’s visual and hitbox are the same object — a live shader renders the flame and the engine collides against the same shape it draws. No projectiles, no embers; the cone refreshes each tick. Auto-aims at the closest enemy and can hit destructibles. As a legendary, it does not appear in weapon chests.

Stats

Damage values shown are per damage tick (fireRate = ticks per second). Cone length is acquireRange × travelRangeMult. Level scaling uses the front_loaded curve (see concept-scaling-curves), and a damage-only multiplier curve is applied on top of the per-tick base (see concept-damage-multiplier-curve). Legendaries multiply the damage curve by the L20 baseline so an L1 legendary already hits at the curve’s peak.

StatL1L10L20
Acquire range210295.6324
Cone length (range × 1.3)273.0384.3421.2
Damage per tick (base)9.0101.8132.5
Damage tick rate (ticks/s)10.015.016.6
Damage curve multiplier1.302.507.50
Legendary baseline multiplier7.507.507.50

Fixed values:

StatValue
Cone width (full angle, degrees)32
Warmup before first fire (s)0.08
Travel range multiplier1.3
Raritylegendary
Damage tagfire
Familybeam
Behaviorcone_beam_dot
Target modeclosest
Collision modefirst_hit (unused by behavior, retained for schema)
Can hit destructiblesyes
Firing groupfalse

Horizontal-modifier scaling rates and feel parameters:

StatValue
Damage per horizontal level+5%
Fire rate per horizontal level+8%
Area modecone_width
Cadence pattern[1]
Cadence step (s)0.02
Ship pulse strength0.15
Sonar pulse scale1.1
Post-FX duration (s)0.04
Chime timbrebronze
Recoil sx / sy0.96 / 1.03
Recoil duration (s)0.05
Recoil kick1
Fire shake amp / dur (s)0.5 / 0.06
Hit shake amp / dur (s)0.4 / 0.04

Visual palette (used by the live shader’s blackbody ramp and the 2D fallback):

SlotColor
color1 (core)ff7722
color2 (glow)ffd066
color3 (accent)ff3311

Behavior

On each fire interval the weapon re-aims at the closest enemy in range (see concept-target-modes) and refreshes a persistent cone in front of the ship. The cone is a 32-degree wedge whose length equals acquire range × 1.3. Every damage tick, every enemy whose body overlaps the wedge takes one hit of fire-tagged damage; the tick rate is the weapon’s fire rate. Range, cone angle, and tick rate all update live — when an upgrade changes any of them, the in-place cone resizes on the next frame.

Because the cone is a shape, not a projectile, the standard collision mode and ember count fields are inert on this weapon. The first_hit collision mode is retained only to satisfy the weapon schema (see concept-collision-modes). The ember count is fixed at 1 across all levels; bonus-projectile upgrades have no native effect on this weapon at present.

Damage carries the fire tag, so it triggers any artifact or effect keyed on fire damage (see concept-damage-tags). Damage type is default-normal, so shields absorb before hull.

Scaling

Per-level effective stats are computed by remapping raw level 1–20 through the front_loaded curve, then evaluating base + scaling × (effectiveLevel − 1) for each stat. The front_loaded curve front-weights growth — early levels gain most of the absolute increase, with diminishing returns into the high teens.

StatBasePer-level scalingCurve
Acquire range2106front_loaded
Damage per tick96.5front_loaded
Damage tick rate (per s)10.00.35front_loaded
Projectile speed10unused
Projectile size10unused

Final damage per tick at runtime equals the table’s base damage × the damage-multiplier curve × the legendary baseline (7.50) × any early-level buff and horizontal-modifier damage bonuses. The damage multiplier curve interpolates piecewise-linearly through anchors at L1 = 1.00, L4 = 1.25, L8 = 2.00, L12 = 3.00, L16 = 5.00, L20 = 7.50, with an additional flat early-level buff of +30% at L1 decaying 5% per level to 0 at L7+ (see concept-damage-multiplier-curve).

EXTRACT-CANDIDATE: Cone-beam DoT collision/render coupling (live-shader-equals-hitbox model, refreshed each fire tick, in-place resize on upgrade) appears on this weapon and is described in code on the cone_beam_dot behavior — promote to a concept-cone-beam-dot.md page if/when a second weapon adopts the same behavior, otherwise keep here.

EXTRACT-CANDIDATE: Legendary damage-baseline rule (legendary weapons multiply the damage-multiplier curve by the L20 baseline of 7.50 so L1 legendary ≈ normal L20) is shared by all isLegendary weapons and is owned by the helper module — belongs on concept-damage-multiplier-curve, referenced from here.