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

FieldValue
Familyhoming
Damage tagbullet
Rarityepic
Target modeclosest
Collision modefirst_hit
Behaviorburst_fire
Hits destructiblesyes
Warmup0.25 s
Scaling curveexponential
Area modesplash

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.

StatL1L10L20
Raw damage (per sub-shot)90256.951,170.05
Damage multiplier1.30x2.50x7.50x
Effective damage (per sub-shot)117.00642.378,775.41
Fire rate (bursts/sec)0.7681.1573.287
Cooldown (sec/burst)1.3020.8640.304
Projectile speed170178.81227.00
Projectile lifetime (sec)2.2452.2442.243
Homing strength16.0021.9454.40
Splash radius (px)18.0024.6861.19
Acquire range (px)190.80200.67254.64
Travel range multiplier2.0x2.0x2.0x
Beam length multiplier1.7x1.7x1.7x
Warmup (sec)0.250.250.25
Stagger between sub-shots (sec)0.060.060.06

Sub-shots per burst

Stepped — value applies at the listed level and above until the next step.

LevelSub-shots per burst
16
58
1012
1518
2024

Seeker count

Stepped — separate from sub-shots-per-burst.

LevelSeekers
18
510
1016
1528
2040

Behavior

  1. Cooldown end. Spawns an invisible coordinator that follows the ship.
  2. Target lock. The coordinator picks the closest in-range enemy and holds that target for the full burst.
  3. 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.
  4. Damage application. Each sub-shot resolves as first_hit collision. Splash radius applies an area effect at the impact point.
  5. 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

ModifierRate per +1H
Damage (dmgPerH)+4%
Rate (ratePerH)+10%
Areascales splash radius (areaMode = splash)

See concept-horizontal-modifiers for the shared H-stat system.