Power Gloves has multiple scaling stats:
1. Proc Chance (Hyperbolic Scaling)
The proc chance uses hyperbolic scaling:
$$
\text{ProcChance}(n) = \frac{0.08n}{0.08n + 0.5}
$$
Where $ n $ = number of Power Gloves copies
Examples:
- 1 copy → ~13.79% proc chance (not 8% as description suggests)
- 2 copies → ~24.24% proc chance
- 3 copies → ~32.43% proc chance
- 5 copies → ~44.44% proc chance
- 10 copies → ~61.54% proc chance
Note: The proc chance approaches 100% asymptotically but never reaches it as can be seen here:
2. Blast Radius (Linear Scaling)
The blast radius scales linearly with copies:
Note size does not impact the blast radius for this item
$$
\text{Radius}(n) = 10.0 + 5.0n
$$
Where $ n $ = number of Power Gloves copies
Examples:
- 1 copy → 15.0 units
- 2 copies → 20.0 units
- 3 copies → 25.0 units
- 5 copies → 35.0 units
- 10 copies → 60.0 units
3. Blast Damage (Linear Scaling)
Each copy increases the blast damage linearly:
$$
\text{BlastDamage}(n) = 1.25 \times n \times (8 + \text{playerLevel}) \times \imagetooltip{Damage Multiplier}{https://res.cloudinary.com/dft1n3spr/image/upload/v1764501733/megabonk-guide/msyfbhopicnivvxuy6tk.png}
$$
Where
- $ n $ = number of Power Gloves copies
Examples (at level 10, 1.0× damage multiplier):
- 1 copy → 1.25 × 18 = 22.5 damage
- 2 copies → 45.0 damage
- 3 copies → 67.5 damage
- 5 copies → 112.5 damage
4. Cooldown (Decreasing Linear Scaling, Capped)
The cooldown decreases linearly with copies but is clamped:
$$
\text{Cooldown}(n) = \min\left(1.5,\ \max\left(0.2,\ 3.2 - 0.2n\right)\right)
$$
Where $ n $ = number of Power Gloves copies
Examples:
| Copies | Calculation | Cooldown |
|---|
| 1 | 3.2 - 0.2 = 3.0 → clamped | 1.5s (capped) |
| 6 | 3.2 - 1.2 = 2.0 → clamped | 1.5s (capped) |
| 8 | 3.2 - 1.6 = 1.6 → clamped | 1.5s (capped) |
| 9 | 3.2 - 1.8 = 1.4 | 1.4s |
| 10 | 3.2 - 2.0 = 1.2 | 1.2s |
| 15 | 3.2 - 3.0 = 0.2 | 0.2s (capped) |
| 16+ | 3.2 - 3.2 = 0.0 → clamped | 0.2s (capped) |
Note: The cooldown is clamped between 0.2 seconds (minimum) and 1.5 seconds (maximum).
5. Fixed Values
- Knockback force: Does not scale with more copies, but is always very large from the beginning
Key points:
- Proc chance uses hyperbolic scaling with diminishing returns
- Blast radius and damage scale linearly
- Cooldown decreases with more copies (allowing more frequent procs), but is clamped between 0.2s and 1.5s