Weapon configuration statistics[edit]
The Skaphander has seven different weapons configurations:
Name | Key | Damage per Shot | Shots per Second | Damage per Second | Range | Energy per Shot | Damage per Energy | Recoil | Swing |
---|---|---|---|---|---|---|---|---|---|
Nothing | 0 | 0 | 0 | 0 | 0 | 0.0 | 0 | 0% | 0% |
Single-Mounted Debugger | 1 | 100 | 1.6 | 160 | 100 | 1.0 | 100 | 10% | 3% |
Dual-Mounted Debugger* | 2 | 240 | 1.6 | 384 | 100 | 2.0 | 120 | 20% | 6% |
Interrupter† | 3 | 1100 | 2.0 | 2200 | 500 | 20.0 | 110 | 5% | 7% |
Double Eraser | 4 | 300 | 2.7 | 810 | 400 | 6.0 | 50 | 10% | 5% |
Breakpoint‡ | 5 | 1600 | 16.0 | N/A | N/A | N/A | N/A | N/A | N/A |
Separator§ | 6 | 10 | 16.0 | 160 | 4 | 0.1 | 100 | 0% | 0% |
Notes:
* Dual-mounted debuggers fire 1/16 of a second apart from each other and can therefore hit two different targets.
† Interrupter flashballs travel 96 distance per second. Flashballs deal splash damage out to a distance of 40. Flashballs can deal up to 40 damage to the Skaphander itself. The interrupter has extra recoil and swing effects not present on other weapons, so its recoil and swing statistics are deceiving.
‡ Breakpoints deal splash damage out to a distance of 40. Breakpoints fly in an arc, so the range they can be thrown depends on the terrain. Breakpoints can be thrown at a rate of 16 per second, but each throw requires its own keypress. Breakpoints can deal up to 215 damage to the Skaphander itself.
§ The separator can only harm weak terrain (like fences) or attached barnacles. It does not persist between levels.
Virus statistics[edit]
Below are base statistics for the standard virus types, though certain individuals may have their statistics modified from their standard values. Speeds are measured in units of distance per second. Detection range refers to the distance within which the virus can see or hear the Skaphander; communication range is how near the virus must be to tell another virus about the Skaphander.
Name | In-Code Names | Health | Typical Speed | Maximum Speed | Maximum Damage per Hit | Weapon Range | Detection Range when Calm | Detection Range when Alarmed | Communication Range | Points |
---|---|---|---|---|---|---|---|---|---|---|
Spiked Virus* | V2, XMas Virus |
350 | 24.0 | 40.0 | 10 | 15 | 50 | 400 | 30 | 5 |
Pulse Blob† | Pulse Blob | 800 | 20.8 | 20.8 | 80 | 200 | 200 | 200 | 0 | 10 |
Full Blob† | Full Blob | 1500 | 20.8 | 20.8 | 80 | 200 | 200 | 200 | 0 | 10 |
Little Blob† | Little Blob | 1500 | 20.8 | 20.8 | 80 | 200 | 200 | 200 | 0 | 10 |
Rotating Blob† | Rotate Blob | 1500 | 20.8 | 20.8 | 80 | 200 | 200 | 200 | 0 | 10 |
Blob Mother† | Blob Mother | 2000 | 0.0 | 0.0 | 80 | 200 | 200 | 200 | 0 | 80 |
Blob Son† | Blob Son | 400 | 20.8 | 27.2 | 20 | 200 | 40 | 40 | 0 | 10 |
Barnacle‡ | V1, Whopper |
600 | 16.0 | 32.0 | N/A | 0 | 80 | 400 | 40 | 5 |
Clamp§ | V3, Tron |
1000 | 8.0 | 24.0 | 40 | 150 | 60 | 300 | 30 | 10 |
Turret§ | V4, Abacus |
2000 | 0.0 | 0.0 | 50 | 300 | 75 | 75 | 50 | 25 |
* Spiked viruses tire after attacking for three seconds and must rest before attacking again.
† Damage from blobs is subject to more randomness than other viral attacks.
‡ When attached, barnacles drain 4.8 shielding per second, then 3.2 energy per second when no shielding is left, and finally 3.2 health per second when no energy is left.
§ Clamps and turrets flinch when hit hard enough: a clamp partially flinches when dealt more than 40 damage in one hit, and is spun when dealt more than 75 damage in one hit; a turret flinches when dealt more than 50 damage in one hit.