Spicy Meatball has very limited scaling compared to most items. The only thing that scales is the radius of the explosion. Despite this, it is still an incredibly strong item.
Explosion Radius (Linear Scaling, Capped)
The only thing that scales with copies is the explosion radius, however this also depends on your size multiplier:
$$
\text{Radius}(n, S) = \min\left(\max\left((3 + n) \times S,\ 1.0\right),\ 8.0\right)
$$
Where
- $ n $ = number of Spicy Meatball copies
- $ S $ = your size stat multiplier
- Radius is clamped between 1.0 (minimum) and 8.0 (maximum)
Examples at different sizes:
| Copies | Size 1.0x | Size 1.5x | Size 2.0x |
|---|
| 1 | 4.0 | 6.0 | 8.0 (capped) |
| 2 | 5.0 | 7.5 | 8.0 (capped) |
| 3 | 6.0 | 8.0 (capped) | 8.0 (capped) |
| 5 | 8.0 (capped) | 8.0 (capped) | 8.0 (capped) |
Important note (bug?)
It only calculates size on pickup. So if you pickup 1 Spicy Meatball at 1.0x size and later get to 2.0x size, the radius will not get increased. But when you pick up your second copy it will re-calculate how much the size multiplier should impact the stat. So if you pickup the 2nd copy at 2.0x size you will have reached the max cap for this item.
This is because the radius seems only to be calculated OnInitOrAmountChanged and otherwise never (technically if the amount changes from getting microwaved that will re-calculate the radius as well. So in very niche scenarios where you picked up 2x meatballs with 1.0x size and then microwave one away later when you have 2.0x size, the single meatball will actually be better than having 2 meatballs)
Fixed Values
- Proc chance: Always 25% (does not scale with copies)
- Explosion damage multiplier: Always 65% (does not scale with copies)