Kevin hates you. +25% chance that Kevin will punch you whenever you hit an enemy. Kevin cannot kill you, but he really wants to.
Scaling Type:
Linear scaling (additive) for expected self-damage per hit (+0.25 per copy)
Detailed Explanation
+25% chance to take damage every time you hit an enemy. Kevin only ever hits if you are above 1 HP. The internal “punch strength” per hit is:
$$
\text{DamageChance}(n) = 0.25 \cdot n
$$
Where - $n$ = number of Kevin copies For small numbers of Kevins (up to 4 copies), this effectively acts like: - 1 Kevin → ~25% chance to take 1 damage per enemy hit - 2 Kevins → ~50% chance to take 1 damage per enemy hit - 3 Kevins → ~75% chance to take 1 damage per enemy hit - 4 Kevins → ~100% chance to take 1 damage per enemy hit With more than 4 Kevins, he can hit you for 2 or more damage from a single hit. This stacks linearly so with 5 Kevins → ~75% chance to take 1 damage per enemy hit & 25% chance to take 2 damage damage per enemy hit
How it Stacks
Kevin scales linearly with the number of copies. Per enemy hit:
$$
\text{ExpectedSelfDamagePerHit}(n) = 0.25 \cdot n
$$
This is implemented as a randomized “rounding” around that value: - If $0.25 \cdot n < 1$: - You either take 0 or 1 damage per hit - The chance to take 1 damage is approximately $0.25 \cdot n$ Examples: - $n = 1$: - 25% chance → 1 damage, 75% → 0 damage - $n = 2$: - 50% chance → 1 damage, 50% → 0 damage - $n = 3$: - 75% chance → 1 damage, 25% → 0 damage - $n = 4$: - 100% chance → 1 damage every hit For $n > 4$, Kevin’s “expected damage per hit” is higher than 1, so he sometimes deals 2+ damage in a single batch, but: - The average still follows $0.25 \cdot n$ damage per enemy hit - He never reduces you below 1 HP excess damage is clamped so you can’t die to Kevin.