Theorycrafting

Numbers below are live — read from the running servers' effective config, including any hot-reloaded balance tuning. The curves are computed by the same compiled code that scales damage in game. Everything is also editable: change any knob to explore; Reset returns to server values.

Showing values for TDM — view for TDM · Gun Game · Survival (modes can override handicap bands).

The handicap

One signed index t summarizes how dominant you are (K/D, headshot rate, killstreak, level, and the mode's progress axis, weighted and eased). t = 0 is neutral; +1 is fully dominant; −1 is struggling. All three multipliers are driven by the same t, so they hit their extremes together: dominate and you deal less, take more, and level faster — all at once.

t = 0.00 ×1.00 ×1.00 ×1.00 dashed green line = your simulated player
Damage dealt × 1.5 ×1 0 Damage taken × 8 ×1 0 XP rate × 10 ×1 0 -1-0.500.51
← struggling  ·  t  ·  dominant →   (drag the slider or hover the chart; curves follow your edits below)

Simulator

Seeded from the live server config. Edit anything — player state, stat levels, card picks, handicap knobs — and every readout and curve recomputes. Abilities, crits and headshots are excluded (parity with the in-game HUD's base readout). Edited fields get an amber outline.

index0.00 deal band×1.00 take band×1.00 xp band×1.00 Out × (with stats)×1.00 In ××1.00 HS ××1.00 XP × (total)×1.00
Player state
Stat tree (invested levels)
StatBasePer lvlInvestedEffective
Damage 0 10 0
Crit Chance 0 2.5 0
Crit Damage 100 10 100
Headshot Damage 0 10 0
Max HP 0 25 0
Max Armor 0 10 0
Lifesteal 0 5 0
Armor Lifesteal 0 5 0
HP Regen 0 5 0
Armor Regen 0 5 0
Thorns 0 2 0
XP Boost 0 20 0
Survival cards (run-scoped picks)
CardPer pickPicks
+Damage 100
+Headshot Dmg 50
+Crit Chance 15
+Crit Dmg 83
+Max HP 40
+Max Armor 40
+Lifesteal 8
+HP Regen 2
Team: +Damage team 10
Team: -Damage Taken team 10
XP
Handicap knobs (TDM effective)

Core

Thresholds

Factor weights

Bands

Key points (server values)

tDeal ×Take ×XP ×
-1.0 1.30 0.85 0.10
-0.5 1.12 0.94 0.63
0.0 1.00 1.00 1.00
0.5 0.61 3.84 4.66
1.0 0.03 8.00 10.00

Weapon-by-weapon time-to-kill tables and per-weapon damage simulation are planned on top of this.