{
  "gun": {
    "_comment": "Hit_Damage \u003d Base_Dmg * (1 + (power_lvl * archers_scale)) * (1 + attr / scaling) * (1 + (proj_vel - gun_vel) / gun_vel)",
    "_comment2": "Note: Projectile damage is internally divided by bullet velocity so actual velocity variance can be explicitly calculated on impact.",
    "_usage": "Example: Set \u0027damageScalingFactor\u0027 to control the attribute strength (higher factor \u003d less bonus).",
    "damageScalingFactor": 0.85
  },
  "potato": {
    "_comment": "Hit_Damage \u003d Base_Dmg * (1 + (power_lvl * archers_scale)) * (1 + attr / scaling) * (1 + (proj_vel - gun_vel) / gun_vel)",
    "_comment2": "Note: Projectile damage is internally divided by bullet velocity so actual velocity variance can be explicitly calculated on impact.",
    "_usage": "Example: Set \u0027damageScalingFactor\u0027 to control the attribute strength (higher factor \u003d less bonus).",
    "damageScalingFactor": 2.5,
    "scalingEntries": [
      {
        "attribute": "ranged_weapon:damage",
        "operation": "ADD",
        "valueMultiplier": 1.0
      }
    ]
  },
  "matterCannon": {
    "_comment": "Hit_Damage \u003d Base_Dmg * (1 + (power_lvl * archers_scale)) * (1 + attr / scaling) * (1 + (proj_vel - gun_vel) / gun_vel)",
    "_comment2": "Note: Projectile damage is internally divided by bullet velocity so actual velocity variance can be explicitly calculated on impact.",
    "_usage": "Example: Set \u0027damageScalingFactor\u0027 to control the attribute strength (higher factor \u003d less bonus).",
    "damageScalingFactor": 4.0,
    "accelerationCardScale": 0.125,
    "scalingEntries": [
      {
        "attribute": "ranged_weapon:damage",
        "operation": "ADD",
        "valueMultiplier": 1.0
      }
    ]
  },
  "schema_version": 1
}