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Damage & Weapon Balance

Damage must preserve weapon identity without allowing an expensive weapon to erase the competitive balance of a small-stake room.

Weapons carry their own combat metadata. Room modifiers compare that weapon’s damage profile with the selected match tier and can scale or override raw damage when it would be inappropriate for the stake.

For example, a weapon authored around 5 SOL of damage should not retain that raw value in a room where every player begins with only 0.2 SOL of HP.

The player can still keep the weapon’s:

  • model and skin;
  • animation and handling;
  • visual and sound effects; and
  • supported unique mechanics.

The room modifier changes the value that would break the match, not the weapon’s entire identity.

Hosted-token damage can be expressed as a percentage of the player’s HP instead of assuming a fixed market denomination. A room might configure examples such as:

  • melee: 10% HP;
  • gun: 7% HP; and
  • cannon: 20% HP.

At 1,000,000 token HP, a 10% hit removes 100,000. At 10 token HP, the same hit removes 1. This lets one combat profile work across tokens with very different supplies and prices.

Exact values remain part of the authoritative item and room configuration. Examples in this page are explanatory, not permanent balance promises.