How the Numbers Work
Weapon damage scaling
A weapon's base damage doubles every 5 levels (integer step):
Flat +damage upgrades are added on top of the scaled base:
The first 5 levels of any weapon always award a Damage upgrade, so early damage scales reliably.
Final hit damage
When a hit lands, the weapon damage is multiplied by your global damage multiplier, then crits are rolled:
Crit chance can exceed 100%: the whole-number part is guaranteed crits and the fraction is the chance of an extra one. Each crit multiplies the hit ×2.
Attack speed / cooldown
Rarity tiers & multipliers
Most stat upgrades multiply their base value by the rolled tier:
At base luck (0 Fair Go) the roll odds are 88.9% Dodgy, 5.0% Fair Dinkum, 4.0% Ripper, 2.0% Bloody Legend, 0.01% You Beaut. Stacking Fair Go (luck) shifts the odds upward — at very high Fair Go, gold You Beaut becomes the most common roll.
Quantity, Pierce and Duration upgrades use flat per-tier tables instead of the multiplier (Quantity/Pierce give +1 / +2 / +3 at Ripper / Bloody Legend / You Beaut, and only appear at Ripper or higher). Poison coating is You Beaut only.
Armor (damage taken)
Armor reduces incoming damage with diminishing returns — 100 armor = 50% reduction, ramping much more slowly after that. It never fully negates a hit (min 1 damage), and bosses pierce heavy armor via a damage floor.
| Armor | 25 | 50 | 100 | 200 | 400 | 1000 |
|---|---|---|---|---|---|---|
| Dmg reduced | 20% | 33% | 50% | 63% | 75% | 88% |
HP scaling & overheal
Max HP grows with your player level and is capped per character:
Because of the cap, HP plateaus at 1000 well before max level (and runs can reach very high levels). Durries give flat Max HP; once you're at the cap, extra Durries become temporary overheal — a soft cap up to +300 above max that any heal can fill, decaying back to max at 2/sec (not armor — the item's flavor text is out of date).