Gun Scaling

A small bridge mod by Mervyn: “Scales damage of Soulslike Weaponry guns with Ranged Weapon attributes.” Marium’s Soulslike Weaponry’s firearms (a “gun,” a “potato” cannon, and a “matterCannon”) ship with their own flat damage numbers by default — this mod hooks them into the pack’s RPG stat system so ranged-damage gear/talent investment actually affects them, using the formula documented directly in its own config comment:

Hit_Damage = Base_Dmg * (1 + (power_lvl * archers_scale)) * (1 + attr / scaling) * (1 + (proj_vel - gun_vel) / gun_vel)

This server’s config (gun-scaling/gun_scaling.json) sets a damageScalingFactor of 0.85 for generic guns, but tunes the “potato” cannon and “matterCannon” far more aggressively (2.5 and 4.0 respectively), and both of those explicitly scale off the ranged_weapon:damage attribute from RangedWeaponAPI via an ADD operation — meaning stacking ranged-damage stat directly buffs these two specific weapons on this server, while the base “gun” entry has no attribute scaling entries configured at all.

Anticipated questions

What does Gun Scaling do? A small bridge mod by Mervyn that scales the damage of Marium’s Soulslike Weaponry guns with Ranged Weapon attributes. Those firearms ship with flat damage by default; this mod hooks them into the pack’s RPG stat system so ranged-damage gear and talent investment actually affects them.

Which weapons does it cover, and are they tuned differently? Three firearms — a “gun,” a “potato” cannon, and a “matterCannon.” The server sets a damageScalingFactor of 0.85 for generic guns but tunes the potato cannon to 2.5 and the matterCannon to 4.0, far more aggressively.

Does stacking ranged-damage stat actually buff these guns? For the potato cannon and matterCannon, yes — both explicitly scale off the ranged_weapon:damage attribute from RangedWeaponAPI via an ADD operation. The base “gun” entry, however, has no attribute-scaling entries configured at all on this server.

How is the damage calculated? Per the config’s own formula: Hit_Damage = Base_Dmg * (1 + (power_lvl * archers_scale)) * (1 + attr / scaling) * (1 + (proj_vel - gun_vel) / gun_vel).