Disc
What it is
Epic projectile weapon that launches a returning energy ring toward the nearest enemy, pierces every target it passes through on the way out, and deals damage a second time on its return path. See weapons and combat.
Stats
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Damage | 38 | 294.5 | 579.5 |
| Fire rate (shots/sec) | 0.30 | 0.5034 | 0.7294 |
| Projectile speed | 450 | 540 | 640 |
| Projectile size (radius) | 36.4 | 68.233 | 103.603 |
| Return speed | 840 | 1056 | 1296 |
| Acquire range | 262 | 298 | 338 |
| Homing strength | 0 | 0 | 0 |
Fixed properties
| Property | Value |
|---|---|
| Rarity | Epic |
| Family | Projectile |
| Damage tag | Energy |
| Target mode | Closest enemy |
| Collision mode | Pierce-all |
| Can hit destructibles | Yes |
| Area mode | Bonus-explosion |
| Travel range multiplier | 1.4 |
| Warmup | 0.18 s |
| Stagger between projectiles | 0.40 s |
| Cadence pattern | [1, 0, 0, 1, 0, 0] |
| Cadence step | 0.18 s |
| Scaling curve | Linear |
| Damage per Area modifier | 4% |
| Rate per Area modifier | 10% |
| Early-level damage buff | +120% at L1, decaying linearly to 0% at L10 |
Behavior
On fire, the weapon selects the closest enemy within acquire range and launches a single energy ring toward it after the warmup. The ring travels outward at the listed projectile speed, then reverses and returns toward the ship at the listed return speed — see concept-collision-modes for pierce-all rules. Collision is pierce-all on both legs, so the ring damages every enemy it passes through on the way out and again on the way back, and also damages destructibles along its path. The weapon does not home: the ring’s outbound direction is locked at fire time. Travel distance before the return leg begins is the acquire range scaled by the travel-range multiplier. Per-shot cadence follows the fire-cycle pattern with the listed step time, producing a two-pulse fire rhythm within each cycle. See combat for damage resolution and concept-target-modes for target selection.
Scaling
Damage, fire rate, projectile speed, projectile size, return speed, and acquire range all scale linearly with level: base + scaling × (level − 1). Homing strength is zero at all levels. The early-level damage buff adds +120% multiplicative damage at L1 and decays linearly to 0% at L10, on top of the scaling formula. See concept-scaling-curves for curve definitions and concept-damage-multiplier-curve for the global multiplier and early-level buff applied on top of the damage values above.
EXTRACT-CANDIDATE:
- Damage tags (bullet / energy / bomb / fire) — referenced here as “Energy”; shared across all weapons and used by artifacts and damage-effect signals. Belongs in concept-damage-tags or combat.
- Target modes (closest / furthest / flanking / low-HP) — selection rule for auto-aim. Belongs in concept-target-modes.
- Collision modes (first-hit / pierce-all / target-only / beam-trace / chain-arc) — shared across all weapons. Belongs in concept-collision-modes.
- Weapon families (projectile / explosive / sniper / beam / chain / homing / sweep) — top-level taxonomy. Belongs in weapons.
- Area modes (blast / blast-strong / chain-radius / beam-splash / beam-width / bonus-explosion / cone-width / blade-size / splash / line-spread / arc-thickness) — defines how the Area horizontal modifier maps onto each weapon. Belongs in weapons or a horizontal-modifiers page.
- Scaling curves (linear / exponential / steep-exp / front-loaded / s-curve / linear-fast) — formula and intent for each curve type. Belongs in concept-scaling-curves.
- Global weapon damage multiplier — piecewise-linear anchors (1.0 at L1, 7.5 at L20) plus the early-level +30%→0% L1–L7 buff applied on top of all weapon damage. Belongs in concept-damage-multiplier-curve.
- Per-weapon early-level damage buff — disc-specific
earlyLevelDamageBufffield (maxBuff and endLevel) layered on top of the global multiplier; same field appears on other early-game weapons. Belongs in concept-damage-multiplier-curve or weapons. - Boomerang return behavior — outbound + return legs with separate speeds, both dealing damage. Shared with any future returning-projectile weapon. Belongs in weapons or a dedicated weapon-behaviors page.
- Cadence pattern + cadence step — generic per-weapon fire-pulse rhythm shared with other patterned weapons. Belongs in weapons.
- Acquire range, travel range multiplier, warmup, stagger — generic projectile-flow concepts shared by many weapons. Belongs in weapons.
- Horizontal modifier rates (
dmgPerH,ratePerH) — generic mechanic; every weapon carries its own values but the system itself is shared. Belongs in a horizontal-modifiers page.