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Game constants

Tuning values extracted from the game build: run timers, combat math, score thresholds, tier scaling and item values. Values marked unknown were not found in the current build.

Run timeline

ConstantValue
Township landingunknown
Gates open (ramps lowering)unknown
Run lengthunknown
Bot spawners in a lobbyunknown
End-game countdown shown atunknown

Combat math

Damage reduction follows dmg x 100 / (100 + armor); negative armor amplifies instead.

ConstantValue
Damage roll (per hit)unknown
Base crit chanceunknown
Crit damage multiplierunknown
Armor to double effective healthunknown

Threat and aggro

A new attacker must exceed the current target's threat x1.1 to steal aggro; x1.5 applies within preferred combat distance + 2.

ConstantValue
Initial threat on first hitunknown
Swap-target multiplierunknown
In-range threat multiplierunknown

Score reward thresholds

ScoreReward tier
20,0000
50,0000
90,0000
140,0000
200,0001
270,0001
350,0001
460,0001
560,0002
670,0002
790,0002
920,0002
1,060,0002
1,210,0002
1,370,0002
1,540,0002

Keystone votes

ConstantValue
Candidates per vote3
Self-vote weight8
Cross-vote weight10
Voting time30 s
Delay before award3 s

Tier scaling

TierEnemy levelExploration reward
021,000
142,000
283,000
3125,000

Encounter level modifiers

Spawn typeLevel multiplier
Swarmerx0.75
Elitex1.25
Bossx1.25

Item values

RarityNormalHeavy

Buff mechanics

Stacked effects: multiplicative = effect^stacks; additive = effect x stacks; negative-additive = 1 - (1 - effect) x stacks.

ConstantValue
Default buff powerunknown
Max stacks (default)unknown

Landmarks

ConstantValue
Exploration score per landmarkunknown
Trigger radiusunknown