Revolver
What it is
Epic-rarity bullet-tag homing weapon that fires a rapid burst of hitscan micro beams on each cooldown end. The weapon locks onto the closest in-range enemy for the duration of the burst and re-aims with a small jitter on every sub-shot. Each sub-shot resolves as a beam-trace hit with a splash radius applied at the point of impact.
Identification
| Field | Value |
|---|---|
| Family | homing |
| Damage tag | bullet |
| Rarity | epic |
| Target mode | closest |
| Collision mode | first_hit |
| Behavior | burst_fire |
| Hits destructibles | yes |
| Warmup | 0.25 s |
| Scaling curve | exponential |
| Area mode | splash |
See concept-target-modes, concept-damage-tags, concept-collision-modes, and concept-scaling-curves for the shared definitions.
Stats by level
Raw spec values, before the global damage multiplier and horizontal modifiers.
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Raw damage (per sub-shot) | 90 | 256.95 | 1,170.05 |
| Damage multiplier | 1.30x | 2.50x | 7.50x |
| Effective damage (per sub-shot) | 117.00 | 642.37 | 8,775.41 |
| Fire rate (bursts/sec) | 0.768 | 1.157 | 3.287 |
| Cooldown (sec/burst) | 1.302 | 0.864 | 0.304 |
| Projectile speed | 170 | 178.81 | 227.00 |
| Projectile lifetime (sec) | 2.245 | 2.244 | 2.243 |
| Homing strength | 16.00 | 21.94 | 54.40 |
| Splash radius (px) | 18.00 | 24.68 | 61.19 |
| Acquire range (px) | 190.80 | 200.67 | 254.64 |
| Travel range multiplier | 2.0x | 2.0x | 2.0x |
| Beam length multiplier | 1.7x | 1.7x | 1.7x |
| Warmup (sec) | 0.25 | 0.25 | 0.25 |
| Stagger between sub-shots (sec) | 0.06 | 0.06 | 0.06 |
Sub-shots per burst
Stepped — value applies at the listed level and above until the next step.
| Level | Sub-shots per burst |
|---|---|
| 1 | 6 |
| 5 | 8 |
| 10 | 12 |
| 15 | 18 |
| 20 | 24 |
Seeker count
Stepped — separate from sub-shots-per-burst.
| Level | Seekers |
|---|---|
| 1 | 8 |
| 5 | 10 |
| 10 | 16 |
| 15 | 28 |
| 20 | 40 |
Behavior
- Cooldown end. Spawns an invisible coordinator that follows the ship.
- Target lock. The coordinator picks the closest in-range enemy and holds that target for the full burst.
- Sub-shots. Every 0.06 s the coordinator spawns a hitscan beam-trace at the locked target. Each sub-shot re-aims with +/-1.5 degrees random jitter. Beam range is the distance to the target plus a small buffer, so the line always passes through the enemy. The locked target is replaced if it dies or is removed mid-burst.
- Damage application. Each sub-shot resolves as
first_hitcollision. Splash radius applies an area effect at the impact point. - Despawn. Coordinator is removed shortly after the last sub-shot resolves.
The burst plays a fixed cadence pattern [1, 1, 0, 1, 1, 0, 1, 0] at 0.06 s per step for the on-fire audio/visual chime.
Scaling
- Damage, fire rate, projectile speed, homing strength, splash radius, and acquire range all use the
base + scaling * (level - 1)linear formula remapped through the weapon’s exponential scaling curve. See concept-scaling-curves for the curve definition. - Sub-shots per burst and seeker count are stepped — see tables above.
- Warmup, travel range multiplier, beam length multiplier, and inter-shot stagger are constant across all levels.
- Raw damage is multiplied by the global damage multiplier curve (and the early-level damage buff that ends at L7). See concept-damage-multiplier-curve.
Horizontal modifiers
| Modifier | Rate per +1H |
|---|---|
Damage (dmgPerH) | +4% |
Rate (ratePerH) | +10% |
| Area | scales splash radius (areaMode = splash) |
See concept-horizontal-modifiers for the shared H-stat system.