Kevin
Kevin Megabonk – Explained
Kevin gives you a +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:
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
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:
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.
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.
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