Cursed Grabbies has multiple scaling stats with different behaviors:
1. Proc Chance (Hyperbolic Scaling)
The proc chance uses hyperbolic scaling:
$$
\text{ProcChance}(n) = \frac{0.025n}{0.05n + 0.8}
$$
Where $ n $ = number of Cursed Grabbies copies
Example table:
| Copies (n) | Raw Value (0.05n) | Proc Chance | Chance % |
|---|
| 1 | 0.05 | 0.0294... | 2.94% |
| 2 | 0.10 | 0.0556... | 5.56% |
| 3 | 0.15 | 0.0789... | 7.89% |
| 5 | 0.25 | 0.1190... | 11.90% |
| 10 | 0.50 | 0.1923... | 19.23% |
| 20 | 1.00 | 0.2941... | 29.41% |
| 40 | 2.00 | 0.3846... | 38.46% |
| 100 | 5.00 | 0.4545... | 45.45% |
Note: The proc chance approaches 50% asymptotically but never reaches it. The cap of 50% is theoretical and would require infinite copies.
2. Explosion Damage (Linear Scaling)
Each copy increases explosion damage linearly:
$$
\text{ExplosionDamage}(n) = 0.85n \times (8 + \text{playerLevel}) \times \imagetooltip{Damage Multiplier}{https://res.cloudinary.com/dft1n3spr/image/upload/v1764501733/megabonk-guide/msyfbhopicnivvxuy6tk.png}
$$
Examples (at level 10, 1.0x damage multiplier):
- 1 copy → 15.3 damage
- 2 copies → 30.6 damage
- 3 copies → 45.9 damage
- 5 copies → 76.5 damage
3. Max HP Penalty (Multiplicative Scaling)
Each copy multiplies your Max HP by 0.8:
$$
\text{MaxHP}(n) = \text{BaseMaxHP} \times 0.8^n
$$
Where $ n $ = number of Cursed Grabbies copies
Examples:
| Copies | Max HP Multiplier | Max HP (if base = 100) |
|---|
| 1 | 0.8× | 80 |
| 2 | 0.64× | 64 |
| 3 | 0.512× | 51.2 |
| 5 | 0.32768× | 32.768 |
The Max HP penalty is multiplicative, meaning each copy reduces your remaining HP by 20%, not your original HP.
4. Difficulty Increase (Linear Scaling)
Each copy increases difficulty by +10%:
$$
\text{DifficultyIncrease}(n) = 0.1n
$$
Examples:
- 1 copy → +10% difficulty
- 2 copies → +20% difficulty
- 3 copies → +30% difficulty
- 5 copies → +50% difficulty
5. Fixed Values
- Explosion radius: Always 4.0 units (does not scale)