Continuous Damage

Some weapon definitions in TPS support continuous damage bonuses - the longer you shoot, the more damage you deal. If the weapon definition does not support continuous damage, any bonuses do nothing.

Continuous damage uses a hit counter - each time you hit an enemy, it grows a little, and after an idle period it starts decaying. The continuous damage attributes only affect this counter.

Continuous Damage Delay Increases the duration of the idle period before the continuous damage counter starts decaying.
Continuous Damage Impulse Increases the amount the continuous damage counter grows each time you hit a shot.
Continuous Damage Max Increases the maximum value of the continuous damage counter.
Continuous Damage Regen Decreases how quickly the continuous damage counter decays after you stop shooting. This is a negative value.

It’s worth noting that the hit counter is not an integer value. Different guns can add vastly different amounts on hit due to different Continuous Damage Impulse bonuses.

Continuous Damage Delay defaults to 0.5s, and Continuous Damage Regen defaults to -0.5/s. The other attributes all default to zero.

On each shot, the value of the hit counter is fed through the following formula to get the final continuous damage bonus.

Final Damage = Card Damage × (0.8 + 0.8 × Hit Counter)

As the formula suggests, weapons which support continuous damage actually start out at below their listed damage, and only reach it once the hit counter passes 0.25.