Magnetar
What it is
Epic-rarity energy weapon in the projectile family. Reuses the tesla-line behavior — two orbiting balls connected by a damage line that sweeps the field around the ship. The orbit is wider than the base line weapon (the magnetic field reads bigger), spin and fire rate are slower, projectile range is longer, and the palette is violet/magenta to distinguish it from the base line’s electric blue. Reads as a sustained gravitational tether: punchier per-tick damage but lower sustained DPS than the base line, with the larger orbit sweeping more enemies into the connecting line per cast.
Pairs conceptually with the in-world Magnetar Pulse prop and its enemy-gravity-pull synergy.
Stats
Identity
| Field | Value |
|---|---|
| Rarity | Epic |
| Family | Projectile |
| Damage tag | Energy |
| Behavior | Tesla-line (two orbiting balls connected by a damage line) |
| Target mode | Closest enemy |
| Collision mode | Pierce-all |
| Hits destructibles | Yes |
| Scaling curve | Linear |
| Area modifier mode | Line-spread |
| Firing group | No |
Per-level stats (L1 / L10 / L20)
Stats use linear scaling: value = base + scaling × (level − 1). Damage output additionally multiplies through the global damage-multiplier curve (see Damage Multiplier Curve).
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Base damage per tick | 42.0 | 94.2 | 152.2 |
| Damage multiplier | 1.30× | 2.50× | 7.50× |
| Effective damage per tick | 54.6 | 235.5 | 1141.5 |
| Fire rate (shots/sec) | 0.15 | 0.33 | 0.53 |
| Cooldown between casts (s) | 6.67 | 3.03 | 1.89 |
| Acquire range (px) | 350 | 404 | 464 |
| Projectile speed (px/s) | 100 | 122.5 | 147.5 |
| Projectile size (px) | 18.0 | 24.3 | 31.3 |
| Orbit radius (px) | 85 | 157 | 237 |
| Orbit angular speed (deg/s) | 25.0 | 31.3 | 38.3 |
Fixed stats
| Stat | Value |
|---|---|
| Warmup before first fire (s) | 0.10 |
| Travel range multiplier (× acquire range) | 5.0 |
| Contact cooldown between line ticks (s) | 0.08 |
| Cadence pattern | Single shot per cast |
| Cadence step (s) | 0.10 |
Horizontal modifier rates
| Modifier | Rate |
|---|---|
| Damage per horizontal Damage level | 0.04 (+4% per step) |
| Rate per horizontal Rate level | 0.10 (+10% per step) |
| Area mode | Line-spread (Area modifier widens the orbit) |
Juice / feel
| Field | Value |
|---|---|
| Ship pulse strength on fire | 0.7 |
| Recoil profile | sx 0.74, sy 1.26, settle 0.12 s, kick 18 |
| Fire shake | Amplitude 1.8, duration 0.09 s |
| Hit shake | Amplitude 0.6, duration 0.05 s |
| Sonar pulse scale | 1.6× |
| Post-FX duration (s) | 0.10 |
| Chime timbre | Crystal |
| Color (core / glow / accent) | #aa44ff / #dd99ff / #440088 |
Behavior
On each fire, the weapon spawns two energy balls that orbit the ship at the current orbit radius, rotating at the orbit angular speed. A continuous damage line connects the two balls; any enemy passing through the line takes a tick of damage gated by the contact cooldown. The pierce-all collision mode means the line damages every enemy along its sweep — it never consumes on a single hit.
Targeting is closest-enemy by edge distance: the cast aligns the orbit toward the nearest enemy in range. Targets beyond the acquire range are ignored at fire time, but the travel range multiplier of 5× lets the orbit sweep stretch well past the targeting radius before the cast ends.
Compared to the base line weapon, Magnetar trades sustained DPS for per-tick punch and reach: each cast lasts longer between fires, but each tick lands harder and the wider, slower orbit catches more enemies per sweep.
Scaling
The linear scaling curve means level remap is identity — the L1 / L10 / L20 values in the stat table above hold without curvature.
Damage growth is driven by two stacked components: the linear base + scaling × (level − 1) formula on the base damage stat, and the global damage-multiplier curve from the helpers module (anchored at L1=1.00, L4=1.25, L8=2.00, L12=3.00, L16=5.00, L20=7.50, plus a +30% low-level buff that decays 5% per level and ends at L7). The two combine into the effective per-tick damage shown.
Other stats — fire rate, acquire range, projectile speed/size, orbit radius, orbit speed — all use plain linear interpolation from base via the scaling step, with no curve remap.
EXTRACT-CANDIDATE
concept-tesla-line-behavior— the two-orbiting-balls-connected-by-a-damage-line pattern is shared with the base line weapon; the geometry, contact-cooldown gating, and orbit-radius/orbit-speed interaction belong on a shared concept page.concept-horizontal-modifiers— the damage/rate/area horizontal modifier system (and the per-weapondmgPerH,ratePerH, andareaModefields) is referenced by every weapon page and warrants its own page.concept-warmup-and-travel-range—warmupSecandtravelRangeMultrecur across weapons; a shared page would let per-weapon pages reference rather than redefine.concept-juice-recoil-shake— recoil profile, fire shake, hit shake, sonar pulse scale, post-FX duration, and chime timbre form a shared feel vocabulary that should live on one concept page.concept-vfx-tiers— the L1/L4/L8/L14 visual tier breakpoints from the helpers module apply to every weapon and aren’t yet documented as their own page.