Files
MeatSlicer/docs/weapons.md
T
MeatSlicer Developer d9eae34df4 Normalize ammo economy: per-weapon refill, stream drain, behavior fixes
- Every special weapon gets an explicit 'refill' (units per ammo pickup,
  tuned so one pickup funds ~10 kills) replacing the ammoRefillFraction
  log2 heuristic and ammoWeight overrides
- Bile Blunderbuss + The Cauterizer join Red Right Hand as time-denominated
  stream weapons ('drain' per second) instead of per-shot cost
- Sawblades ricochet through enemies (bounce fix), traps catch 3 victims,
  lobbed projectiles arc overhead and always trigger at the target point
  (Flesh Masher / Trap Queen / Swarm Jar payloads now actually deploy)
- Boss rooms stock one ammo on entry and drop one guaranteed on death
- Cauterizer burn trimmed (2.2s x2 -> 1.5s x0.8), bile acid pools trimmed
  (3.5s x1.5 -> 2.5s x0.8), Marrow Draught now covers stream drain
- New tools/ammo_sim.js calibrates every weapon into the 8-13 kills/refill
  band (all 15 pass); smoke test guards the ammo structure
- v0.3.0, cache bump v=44
2026-07-30 22:06:10 +10:00

11 KiB
Raw Blame History

Weapons

All 16 weapons in MeatSlicer, with exact stats pulled from js/weapons.js.

Weapons have no upgrade levels — their stats are fixed. All scaling comes from passive items and perks.


How weapons work

  • You always carry the Bone Popper (infinite ammo sidearm) plus one special weapon in a holster slot.
  • Press R to swap between them. Holstered weapons keep their remaining ammo.
  • Picking up a new special weapon drops your current one (with its remaining ammo) so you can swap back.
  • When a special weapon runs dry, you automatically fall back to the Bone Popper.
  • Most special weapons consume ammo per shot: 1 / ammoEff units per shot (so Brass Magazine's additive ammoEff stretches every magazine).
  • Stream weapons (Bile Blunderbuss, The Cauterizer, Red Right Hand) instead drain ammo per second while held: drain / ammoEff units per second. Their magazines are measured in seconds of fire.
  • Each special has two ammo numbers: ammo (magazine size — how long a fresh weapon lasts) and refill (units returned per ammo pickup — tuned so one pickup funds roughly ten kills). Pickups can overfill up to 150% of the magazine; overflow converts to score.

Where weapons come from

Source Roll
Boss kill (guaranteed) Rolled at floor + 2 — better tiers, earlier
Item room 35% chance alongside the item, rolled at current floor
Starting loadout Bone Popper only

Drop weights by tier

Tier Weight
0 (Common) max(20, 60 − floor × 5)
1 (Uncommon) 30 + floor × 2
2 (Rare) 10 + floor × 3
3 (Legendary) min(4 + floor × 2, 22)

Higher floors shift weight toward higher tiers. Tier 3 caps at weight 22.

Shared firing mechanics

  • Volley system: items that grant split, fan, or rear shots add extra projectiles to every projectile weapon — parallel shots (±0.035 rad), angled shots (±0.16 rad per level), and backward shots respectively.
  • Damage: weapon dmg × dmgMul (× critMul on crits — 5% base chance, ×2.0 base).
  • Projectile lifetime (range): weapon range × rangeMul, in seconds.
  • Homing: homing projectiles steer toward the nearest enemy within 320 px. Strength is 1.6 + homing × 0.7 for normal weapons with Homing Tumor; stronger bases for Eye Ballista and Swarm Jar (see below).

Tier −1 — Starter

Bone Popper

Trusty bone-shard sidearm

Stat Value
Damage 8
Fire interval 0.60 s
Projectile speed 540
Range (lifetime) 0.45 s
Ammo Infinite
Behavior Single bullet
Recoil (punch) 0.42

Your eternal fallback. Never runs dry, never holstered — swapping with R always brings it back.


Tier 0 — Common

Ribcage Repeater

Rattles off rib slivers

Stat Value
Damage 6
Fire interval 0.09 s (very fast)
Projectile speed 560
Spread 0.10 rad
Range 0.42 s
Ammo 84 (refill 42 per pickup)
Recoil 0.18

Rapid-fire bullet hose. Low per-shot damage, excellent proc-per-second carrier for on-hit item effects.

Marrow Scatter

A devastating close blast of jagged bone

Stat Value
Damage 11 per pellet
Pellets 6
Fire interval 0.58 s
Projectile speed 500
Spread 0.55 rad (wide)
Range 0.38 s (short)
Ammo 20 (refill 6 per pickup)
Recoil 0.92 (heavy)

Shotgun. Up to 66 damage per trigger pull at point blank before multipliers, but the short lifetime makes it strictly close-range.


Tier 1 — Uncommon

Cleaver Cadence

It always comes back

Stat Value
Damage 15
Fire interval 0.38 s
Projectile speed 400 (returns at up to 520)
Range 1.10 s
Ammo 26 (refill 10 per pickup)
Recoil 0.42

Boomerang: flies out while decelerating for 0.45 s, then accelerates back to you (caught within 20 px). Always pierces — it can hit enemies on both the outbound and return trip.

Sawblade Launcher

Bouncing, hungry steel

Stat Value
Damage 13
Fire interval 0.34 s
Projectile speed 360
Bounces 5, shared between walls and enemies (plus bounces from Ricochet Ribs)
Range 0.60 s
Ammo 24 (refill 9 per pickup)
Recoil 0.45

Spinning ricochet blades. Each enemy hit spends one bounce and the blade tears through; at zero bounces it dies on the next enemy (or wall). Deadly in cramped rooms where blades ping off walls into packs.

Hemophage

Drinks what it touches

Stat Value
Damage 8
Fire interval 0.19 s
Projectile speed 480
Range 0.45 s
Lifesteal 12.5% chance per hit to heal 1 HP
Ammo 70 (refill 42 per pickup)
Recoil 0.35

The only weapon with built-in lifesteal. Healing only procs while you're below max HP.

Eye Ballista

The eyes follow. They always follow

Stat Value
Damage 10
Fire interval 0.30 s
Projectile speed 320
Range 0.62 s
Homing 6 + homing × 0.7 (strongest base homing)
Ammo 42 (refill 21 per pickup)
Recoil 0.40

Aggressively seeking projectiles. Aim roughly, let the eyes do the rest.


Tier 2 — Rare

Bile Blunderbuss

A brutal corrosive torrent; pools linger

Stat Value
Damage 7
Fire interval 0.12 s (rapid, hold to spray)
Projectiles per shot 2
Projectile speed 340
Spread 0.32 rad
Range 0.36 s
Pierce 2 (+ item pierce)
Ammo 80 (refill 21 per pickup), drains 8/sec while held
Recoil 0.34

Corrosive cone spray. On hit: slows for 1.6 s and 45% chance to leave an acid pool (radius 24 × sizeMul, 2.5 s life, DPS = bullet damage × 0.8). Projectiles that expire mid-flight have a separate 35% chance to drop a pool. Ammo is time-denominated: a full tank is 10 seconds of spray.

Gut Hook

Impales and drags the catch

Stat Value
Damage 48 (+ 50% = 24 bonus when the drag ends)
Fire interval 0.85 s (slow)
Projectile speed 720 (fastest projectile)
Range 0.60 s
Ammo 11 (refill 5 per pickup)
Recoil 0.95

Harpoon that pierces everything and drags the first non-boss enemy it hits along its flight path. When the projectile expires, the dragged enemy takes 50% of the bullet's damage again. Excellent for yanking a priority target out of a pack.

Flesh Masher

Lobs ground-meat bombs

Stat Value
Damage 34 (area of effect)
Fire interval 0.75 s
Behavior Lobbed to cursor, explodes on arrival
Blast radius 85 × rangeMul × √sizeMul
Ammo 14 (refill 4 per pickup)
Recoil 0.90

Grenade lobber. Flight time auto-computed from distance (clamped 0.12–0.8 s). The blast damages and knocks back everything in radius. Arcs over the chaos — no line of sight needed, and lobbed shots pass over enemies mid-flight to detonate at the target point.

Trap Queen

Bear traps. For bears. And worse

Stat Value
Damage 10 per trap trigger
Fire interval 0.55 s
Behavior Lobbed; leaves a trap where it lands
Trap life 12 s × rangeMul
Trap radius 16 × sizeMul
Trap charges 3 victims per trap
Ammo 26 (refill 13 per pickup)
Recoil 0.65

Area denial. Traps persist on the floor and snap shut on up to three victims each (damage + 2.2 s root per victim) before breaking — pre-lay them along doorways and kiting paths.

Red Right Hand

A chainsaw that liquefies anything in reach

Stat Value
Damage 7 per tick (ticks scale with fire rate)
Damage interval 0.10 s
Reach 30 × rangeMul × √shotSpeedMul from player
Arc radius 34 × √sizeMul
Ammo 150 (refill 72 per pickup; drains 18/sec while held, ÷ ammoEff)
Recoil 0.38

Continuous melee chainsaw — hold LMB and walk into things. Damage scales with dmgMul × rateMul, plus the same +6%-per-pierce/bounce/homing inert bonus as the Tenderizer. Sparks fly, ammo drains.


Tier 3 — Legendary

The Cauterizer

Incinerates anything brave enough to get close

Stat Value
Damage 4.5 per flame tick
Fire interval 0.05 s (20 ticks/sec, hold to spray)
Projectiles per shot 2
Projectile speed 310
Spread 0.34 rad
Range 0.36 s (very short)
Pierce 2 (+ item pierce)
Ammo 110 (refill 21 per pickup), drains 12/sec while held
Recoil 0.32

Flamethrower. Hits ignite for 1.5 s with burn DPS = bullet damage × 0.8 (3.6 DPS base). Melt hordes that get close; useless at range. Ammo is time-denominated: a full tank is ~9 seconds of flame.

The Tenderizer

A room-shaking close-range meat paste

Stat Value
Damage 60 (instant area hit)
Fire interval 0.58 s
Range 46 × rangeMul × √shotSpeedMul from player
Blast radius 70 × rangeMul × √sizeMul
Ammo 10 (refill 5 per pickup)
Recoil 1.00 (max), screen shake 5

Point-blank slam — no projectile, an instant circular blast in front of you. Bonus "inert" damage scaling: +6% per point of pierce + bounce + homing you own.

Spinal Tap

Charge it. Delete a line of meat

Stat Value
Damage 95 (× 0.4–1.0 by charge)
Charge time 0.85 s (minimum 40% charge = 0.34 s to fire)
Beam length 900 × rangeMul
Beam width 14 × √sizeMul
Ammo 7 (refill 4 per pickup)
Recoil 1.00, screen shake 8

Hold LMB to charge, release to fire an instant hitscan beam that deletes everything in a line. Damage scales 0.4 + 0.6 × charge fraction — full charge is 2.5× a hasty snap shot. A ring around your character shows charge state (blue = full). Charge rate scales with rateMul × √shotSpeedMul.

Swarm Jar

A jar of friends. They are hungry

Stat Value
Damage 9 per maggot
Fire interval 0.80 s
Maggots per jar 6 (+ split + fan bonuses)
Maggot speed / life 260 / 2.2 s × rangeMul
Maggot homing 8 + homing × 0.7 (strongest in game)
Ammo 12 (refill 6 per pickup)
Recoil 0.70

Lobs a jar that shatters into a pack of homing maggots where it lands. The jar arcs over enemies mid-flight, so aim at the pack — not through it. Maggots inherit your pierce and bounce stats and relentlessly chase enemies for their full lifetime. Throw and forget.


Damage math reference

bullet damage  = weapon dmg × dmgMul × (critMul if crit)
fire interval  = weapon interval / (rateMul × frenzyMul)
proj speed     = weapon spd × shotSpeedMul
proj lifetime  = weapon range × rangeMul
ammo per shot  = 1 / ammoEff        (stream weapons: drain / ammoEff per second)
ammo refill    = weapon refill × ammoPickupMul per pickup (cap 150% of magazine)
knockback      = 90 × knockbackMul
  • Crit: base 5% chance, ×2.0 damage. Raised by Bloodshot Eye / Hollow Needle (items) and Bone Splitter / Cold Precision (perks).
  • Frenzy: from Dead Man's Switch — kills grant 1 + frenzy fire rate for 3 s.
  • Slam/saw/beam weapons (Tenderizer, Red Right Hand, Spinal Tap) get an extra 1 + (pierce + bounce + homing) × 0.06 multiplier instead of firing extra projectiles.