Sweep

What it is

An epic-rarity orbiting energy blade. A single blade circles the ship at a fixed radius and damages anything it touches as it sweeps past. The blade does not fire projectiles — its position around the ship is the hitbox, and contact with an enemy hull applies damage on a short per-target cooldown. Energy-tag damage in an electric-blue palette.

Stats

Base values resolved from the linear formula base + scaling × (level − 1). Damage shown is the raw stat before the global damage-multiplier curve and any early-level damage buff are layered on. Cooldown is the reciprocal of fire rate (the time between successive damage windows on a given target before the contact cooldown gate).

StatL1L10L20
Damage (raw)42106.17177.48
Fire rate (hits/sec base)0.200.420.67
Cycle gap (1 / fire rate, sec)5.002.371.50
Acquire range (px)208226246
Orbit radius (px)190253.72324.52
Orbit speed (rad/sec)4.08.54513.595
Blade size (px)35.78.7
Blade count111

Fixed properties (do not scale with level):

PropertyValue
Familysweep
Rarityepic
Damage tagenergy
Target modeclosest
Collision modepierce_all
Can hit destructiblesyes
Travel range multiplier1.0
Warmup0.0 sec
Contact cooldown (per-target)0.18 sec
Damage per Horizontal level+4%
Fire rate per Horizontal level+8%
Area modeblade_size
Scaling curvelinear

Early-level damage buff: a multiplicative bonus tapers from +50% at L1 down to 0% by L7, layered on top of the global damage-multiplier curve to compensate for the slow L1 cycle gap.

Behavior

A single blade orbits the ship at the configured radius and angular velocity. The blade’s world position is continuously the damage hitbox; there is no projectile spawn and no firing arc. Whenever the blade overlaps an enemy, it applies one tick of damage to that enemy, then ignores that same enemy for the contact cooldown window before it can damage it again. Multiple enemies can be damaged in the same sweep — the pierce_all collision mode means the blade never consumes itself on contact.

The blade can also damage destructibles in the world. The auto-aim target mode is closest, but for an orbiting weapon that field is used only for acquire-range gating around the ship; the blade itself does not steer toward a target. Acquire range defines the maximum world distance at which the weapon will engage; the orbit radius defines how far from the ship the blade actually rotates.

The base fire-rate stat sets the cycle cadence rather than spawning new projectiles — it controls how often the blade is “live” for damage application during its sweep. At L1 a target hit by the blade can only take one strike every 5 seconds from a full cycle perspective; by L20 that cycle gap compresses to roughly 1.5 seconds, and the blade itself orbits over three times faster, sweeping a wider arc thanks to the larger orbit radius and blade size.

Scaling

All level-up stats use a linear scaling curve: each level adds the listed scaling value to the base, so L20 is base + 19 × scaling. Sweep’s per-level deltas:

StatPer-level gain
Damage+7.1305
Fire rate+0.0246
Acquire range+2 px
Orbit radius+7.08 px
Orbit speed+0.505 rad/sec
Blade size+0.30 px

Blade count is locked at 1 from L1 through L20 — Sweep never adds a second blade through leveling. The Horizontal modifier channels add +4% damage and +8% fire rate per Horizontal level, and the Area horizontal scales blade size (the weapon’s area mode is blade_size).

The raw damage stat above feeds into the shared damage-multiplier curve, which applies a piecewise-linear multiplier reaching roughly 7.5× at L20, plus an additional decaying +30%→0% low-level buff over L1–L7. The Sweep-specific early-level damage buff (+50% at L1 → 0% at L7) is layered on top of that. Final on-hit damage is the raw stat × global curve × Sweep early-level buff × Horizontal damage modifier.

EXTRACT-CANDIDATE flags

  • EXTRACT-CANDIDATE: Per-target contact cooldown semantics for orbit/blade weapons (how contactCooldown gates re-hits) — shared with other sweep family entries; belongs on a concept page rather than repeated per weapon.
  • EXTRACT-CANDIDATE: Horizontal-modifier channels (dmgPerH, ratePerH, areaMode) — every weapon has these three; the explanation of how Horizontal levels combine with base stats should live once on the weapons concept page or a dedicated concept-horizontal-modifiers page.
  • EXTRACT-CANDIDATE: Linear-formula stat resolution (base + scaling × (level − 1)) — referenced on every per-weapon page; canonical home is scaling curves concept.
  • EXTRACT-CANDIDATE: Early-level damage buff schema ({ maxBuff, endLevel } decaying linearly) — used by multiple weapons; concept page would centralize the formula and rationale.
  • EXTRACT-CANDIDATE: VFX tier thresholds tied to weapon level (L4 / L8 / L14 breakpoints) — not weapon-specific; belongs on a concept-vfx-tiers or rendering concept page.