Math Loot

Math Weapons are a multitude of weapons from multiple categories that are obtained exclusively when the player defeats Callie the Calculator. Unlike Regular Loot Weapons which are direct upgrades when compared to the originals, Math Weapons classify instead as sidegrades: some stats are improved and others are worsened when compared to the originals.

Callie will always drop a Math Weapon when defeated, but the chance for getting each specific one is random (1 in 7), and the player can possibly get the same weapon multiple times.

## List of Math Weapons

As all of these weapons share the same "Special loot weapon" description, a link to their regular counterpart will be placed instead. The modified stats will be listed in parenthesis.

The weapon descriptions below may not be updated or even complete, if you wish to know about stats and details of a weapon it is better to use the table above which will always be up to date.
If you still wish to view the weapon list/descriptions, do so at your own risk.

### 'Adder'

Analogue: Adaptive Laser

* Costs 60
* Fires 2 shots with 13s cooldown (11s -> 13s cooldown)
* Damage: 1 per shot initially
* Damage increases by 1 each volley, up to a maximum of 5 damage after 5 volleys (0.5 -> 1 increased damage per volley)
* 10% chance of fire
* Requires 2 power

### 'Subtracter'

Analogue: Anti-Bio Bomb

* Costs 70
* Deals no system damage, and 225 crew damage (90 -> 225 crew damage)
* Uses 2 missiles per volley, and pierces all shields (1 -> 2 missile consumption)
* Requires 1 power and takes 12 seconds to cool down.

### 'Multiplier'

Analogue: Charge Flak

* Costs 65
* Fires 1-3 shots in a volley, shots deal 1 damage
* Can charge a projectile with each successive volley, up to a max of 3
* Requires 2 power and takes 2 seconds to charge up (3.5s -> 2s cooldown)
* Cannot breach the enemy ship (20% -> 0% breach chance)
* Has a targeting radius of 60px (45px -> 60px radius)

### 'Divider'

Analogue: 'Guisarme' Beam

* Costs 65
* Deals 1 damage per room hit, and pierces 3 shield layers, 80% chance of breach (2 -> 3 shield piercing | 40% -> 80% breach chance)
* Requires 2 power and takes 17 seconds to charge up (15s -> 17s cooldown)
* Beam length: 50
* Beam Speed: 1

### 'Equalizer'

Analogue: Pre-Ion

* Costs 65
* Requires no power but takes 15 seconds to charge up (instant -> 15s cooldown)
* Can only be fired once per battle
* Fires a 3 ion damage pinpoint beam, resulting in 7~ ion damage. (2 -> 3 ion damage)
* 90% stun chance (for 3 seconds), 100% fire chance (0% fire -> 100% fire chance)

### 'Percentage'

Analogue: 'Osiris' Minelauncher

* Costs 65
* Fires 4 shots with 9s cooldown
* Damage: 1 hull per shot (1 hull+15 crew -> 1 hull, no crew damage)
* Radius: 55px (60px -> 55px radius)
* 50% chance of fire (20% -> 50% fire), 50% chance of breach (30% -> 50% breach)
* Requires 3 power
* Can delay the fleet for -15  [3 Delay] (10x2 -> 15x3 missile\*delay ratio)

### 'Greater Than'

Analogue: 'Nyx' Missiles

* Costs 90
* Fires 1 missile at 3 damage (2 -> 3 damage)
* Does **not** deal double damage in systemless rooms (hullbust -> no hullbust)
* Cannot be targeted by Guardian or Amphi Drones. Also has +100 accuracy so it cannot normally miss
* Requires 2 power, and takes 16 seconds to cool down.
* Shield piercing 10.