Damage Calculations
Crimsonland uses a distance-based damage formula modified by weapon stats and perk multipliers. Understanding the damage system is critical for weapon choice and perk optimization.Base Damage Formula
From weapon projectile damage calculations:Formula Components
Distance: Measured in units from shot origin to impact point Distance Clamp:max(distance, 50) - minimum distance is 50 units
Weapon Damage Scale: Multiplier from weapon definition (1.0x = baseline)
Base Scaling: 100 / distance * 30 creates distance falloff
Constant: +10 ensures minimum damage floor
Final Multiplier: * 0.95 (unknown reason, possibly balance tweak)
Distance Effects
Point-Blank (Distance = 50)
With 1.0x weapon at minimum distance:Medium Range (Distance = 100)
Long Range (Distance = 200)
Weapon Damage Multipliers
Each weapon has adamage_scale value that multiplies the base formula.
Low Damage Weapons (< 1.0x)
| Weapon | Multiplier | Point-Blank Damage |
|---|---|---|
| Shrinkifier 5k | 0.0x | 0 (utility weapon) |
| Fire Bullets | 0.25x | 16.6 |
| Spider Plasma | 0.5x | 33.3 |
Standard Weapons (1.0x - 2.0x)
| Weapon | Multiplier | Point-Blank Damage |
|---|---|---|
| Assault Rifle | 1.0x | 66.5 |
| Shotgun | 1.2x | 79.8 (per pellet, 12 pellets = 957.6 total) |
| Plasma Minigun | 2.1x | 139.7 |
High Damage Weapons (3.0x - 6.0x)
| Weapon | Multiplier | Point-Blank Damage |
|---|---|---|
| Ion Rifle | 3.0x | 199.5 |
| Pistol | 4.1x | 272.7 |
| Plasma Rifle | 5.0x | 332.5 |
| Splitter Gun | 6.0x | 399 |
Extreme Damage Weapons (10.0x+)
| Weapon | Multiplier | Point-Blank Damage |
|---|---|---|
| Blade Gun | 11.0x | 731.5 |
| Ion Cannon | 16.7x | 1111.5 |
| Plasma Cannon | 28.0x | 1862 |
Perk Damage Modifiers
Perks multiply damage AFTER the base formula. Fromsrc/crimson/creatures/damage.py:
Bullet Damage Perks (Type 1)
These stack multiplicatively:Fire Damage Perks (Type 4)
Fromdamage.py:145-146:
Ion Damage Perks (Type 7)
Fromdamage.py:139-141:
Damage Type Classification
Fromsrc/crimson/creatures/damage_types.py:
Penetration and Damage Pools
Some weapons have damage pools that enable penetration.Standard Weapons (Pool = 1)
Most weapons have pool of 1:- First hit consumes the projectile
- Deals full formula damage
- Projectile disappears
Piercing Weapons (Pool > 1)
Three weapons have elevated pools:| Weapon | Pool Size | Behavior |
|---|---|---|
| Gauss Gun | 300 | Can pierce ~4-6 enemies |
| Fire Bullets | 240 | Can pierce ~3-5 enemies |
| Blade Gun | 50 | Can pierce ~1-2 enemies |
- Projectile hits enemy
- Deal
current_pooldamage (ignoring distance formula) - Subtract enemy HP from pool:
pool -= enemy.hp - If
pool > 0, projectile continues - Repeat until pool exhausted
Pellet Weapons
Shotgun-type weapons fire multiple pellets per shot.Pellet Counts
| Weapon | Pellets | Total Damage Potential |
|---|---|---|
| Shotgun | 12 | 12x per-pellet damage |
| Sawed-off Shotgun | 12 | 12x per-pellet damage |
| Multi-Plasma | 3 | 3x per-pellet damage |
| Plasma Shotgun | 14 | 14x per-pellet damage |
| Jackhammer | 4 | 4x per-pellet damage |
| Ion Shotgun | 8 | 8x per-pellet damage |
- Each pellet uses the same damage formula
- Each pellet has independent trajectory (spread)
- Point-blank: Most/all pellets hit = devastating damage
- Long range: Spread causes many pellets to miss
Projectile Speed and Damage
Projectile speed doesn’t directly affect damage, but: Barrel Greaser Perk:- Doubles projectile speed
- Also multiplies damage by 1.4x
- Harder to dodge
- Better at long range (less enemy movement)
- Feel more responsive
Hit Radius
Most projectiles have hit radius of 1 unit (must be very close to connect).Expanded Hit Radius Weapons
| Weapon | Hit Radius | Effect |
|---|---|---|
| Ion Minigun | 3 units | Easier to hit |
| Ion Rifle | 5 units | Small AoE feel |
| Ion Cannon | 10 units | Large AoE |
| Plasma Cannon | 10 units | Large AoE |
Damage Optimization
Maximum Bullet Damage Build
Required:- Uranium Filled Bullets (2x)
- Living Fortress (2.5x at 30s stationary)
- Barrel Greaser (1.4x)
- Doctor (1.2x)
- Plasma Cannon: 28.0 * 8.4 = 235.2x base = ~15,640 damage per shot
- Ion Cannon: 16.7 * 8.4 = 140.3x (but ion type, bullet perks don’t apply)
- Plasma Rifle: 5.0 * 8.4 = 42x = ~2,793 damage per shot
Maximum Fire Damage Build
Required:- Pyromaniac (1.5x)
- Blow Torch: 1.0 * 1.5 = 1.5x, but 166 shots/sec = continuous damage
- Flamethrower: 1.0 * 1.5 = 1.5x, 125 shots/sec
Maximum Ion Damage Build
Required:- Ion Gun Master (1.2x damage + 1.2x radius)
- Ion Cannon: 16.7 * 1.2 = 20.04x + 12 unit radius = ~1,333 damage, huge AoE
- Ion Shotgun: 1.0 * 1.2 = 1.2x per pellet, 8 pellets, wider radius
Damage Calculator
Calculate damage for any weapon/distance/perk combo:Related Documentation
Source Code References
src/crimson/creatures/damage.py- Damage application and perk modifierssrc/crimson/weapons.py- Weapon damage_scale valuessrc/crimson/projectiles/- Projectile damage mechanics