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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 half a second idle it starts decaying. The continuous damage attributes only affect this counter.

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.

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.

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)

$$ \text{Final Damage} = \text{Card Damage} \times (0.8 + 0.8 \times \text{Hit Counter}) $$

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.