Gas Mask scales linearly with the number of copies, but only affects the maximum caps, not the per-stack bonuses.
1. Per-Stack Bonuses (Fixed)
Each poisoned enemy gives:
- +0.5% Armor
- +0.5% Overheal
These values do not change with more copies. Whether you have 1 or 10 Gas Masks, each poisoned enemy still gives +0.5% of each stat.
2. Maximum Caps (Linear Scaling)
Each copy increases the maximum caps:
Maximum Armor:
$$
\text{MaxArmor}(n) = 0.4n
$$
Maximum Overheal:
$$
\text{MaxOverheal}(n) = 0.25n
$$
Where $ n $ = number of Gas Mask copies
Examples:
| Copies | Max Armor | Max Overheal | Poisoned Enemies Needed for Max Armor | Poisoned Enemies Needed for Max Overheal |
|---|
| 1 | 40% | 25% | 80 | 50 |
| 2 | 80% | 50% | 160 | 100 |
| 3 | 120% | 75% | 240 | 150 |
| 5 | 200% | 125% | 400 | 250 |
NOTE YOU CANNOT GET 200% ARMOR
200% is the raw input number you'd get in this theoretical example. But its passed through a hyperbolic scaling formula before it is applied to how much armor you actually get
3. Update Interval (Fixed)
The stats update every 1 second. This does not change with more copies.
Key notes:
- More copies = higher maximum caps, but the same per-enemy bonus
- You need more poisoned enemies to reach the higher caps
- The count resets when starting a new stage