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Glory (Season 2)

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Glory scoring

The battle-royale-s2 configuration uses a multiplicative Glory economy. Each team starts with a product of 1. Accepted deed, achievement, placement and win factors multiply that product. Percent factors use a fixed-point accumulator. Sixteen solo teams compete; cooperation between teams uses mutual pacts.

Stats

The percent-scaled class table

Deed (pop word)Class multiplierPops (≥×2.00)?Reachable on this ladder today
SPRAYED×1.00NoYes — scoring-neutral
BOMBED×1.00NoYes — scoring-neutral
RANK UP×1.00No — paid as power (see ranks), not scoreYes, but scoring-neutral
shield soak (blank pop word)×1.60No — structurally excluded from the pop, any magnitudeYes, ambient (per hit point absorbed)
clutch patch (blank pop word)×1.80No — structurally excluded from the pop, any magnitudeYes
TAG×2.20YesYes
ESCORT×2.00YesNo — needs a flag/heart entity this map does not have
ASSIST×2.00YesRequires a same-team helper; solo teams cannot supply one
RESCUE×2.00YesRequires a same-team helper
DUO DOWN×2.00 (×2.12 on enemy ground)YesOnly when a kill downs one member of an active ≥2-team pact whose other member(s) are still alive
TAG BACK×2.00 (×2.12 on enemy ground)YesOnly reviving a downed pact ally
JOINT ACT×2.00 (×2.12 on enemy ground)YesOnly between two teams sharing an active pact, on the same 120-tick co-damage incident — see Rules
POINT-BLANK×2.50YesYes
PAYBACK×4.00YesYes
CHASE×4.00YesYes
FIRST!×4.00YesYes, once per episode
STEAL×4.00YesNo — needs a flag entity
PEEL×4.00YesNo — needs a flag entity and a live carrier
LONGSHOT×6.00YesYes
MULTI!×6.00YesYes
DENIED!×6.00YesNo — needs a flag entity
CAPTURE×8.00YesNo — needs a flag entity, and is disabled outright in every non-CTF ruleset regardless
WIPEOUT×8.00YesOnly wipes an entire ≥2-team pact group with one kill — an ordinary un-pacted elimination never mints it
LAST LIGHT×8.00YesYes
BOUNTY×9.00YesYes
CLOSING TIME×1.20NoYes — see note below

CLOSING TIME is ×1.20 when the win-factor feature is enabled and ×1.10 otherwise. Read the selected match configuration for feature flags.

Pop words and log names, and every deed not listed above, are deeds's own table. A team kill ("own paint") is not a class factor at all — it divides the running product instead; see "Friendly fire" below.

Achievement, placement, and win pricing

RungMultiplierNotes
Tier I / Tier II achievement claim×1.00No first-claim distinction under this table
Tier III achievement claim×2.00No first-claim distinction under this table
Tier IV achievement claim, any team, first or not×2.50Applies to every Tier IV claim
Tier V achievement claim, not first×3.00Applies to non-first Tier V claims
Tier V achievement claim, first team to claim it×3.46Percent-scaled square-root factor; greater than a non-first Tier V claim
Tier-completion bonus (armed on this ladder)×1 / ×1 / ×2 / ×3 / ×4Folds on top of a team's Tier V claim, keyed to how many of that SAME tree's other four tiers the SAME team already claimed this episode: 0 or 1 lower tiers banked → no bonus; 2, 3, or 4 → ×2 / ×3 / ×4
FINAL 8 placement×1.15Placement factor
FINAL 4 placement×1.30Placement factor
FINAL 2 placement×1.60Placement factor
Survival credit×1.02 per 30 seconds aliveCompounds with placement factors when enabled; fixed-point rounding can suppress a small increment
BR win factor, this ladder's shape (16 one-seat teams)×8.00Applied at finalization; independent of heat, territory and ally stack

The BR win factor uses the winning team’s seat count: ×8 for a solo team, ×4 for a team with two or more seats. This configuration uses solo teams. Placement factors remain below the ×2 popup threshold.

Other multipliers

PropertyValueNotes
Episode seed1Starting product
Heat ladder×1 / ×5 / ×14 / ×36Cumulative embers 1 / 2 / 4 reach each rung above ×1, 11-ember cap, sheds 2 embers per quiet window, an 11.25s window before one closes
Ally-stack ladder×1 / ×5 / ×7.5 / ×12.5 / ×20 / ×32.5For 1 through 6+ teams in context; only a team sharing an active pact with the minting team counts toward this — a co-engaged team with no pact contributes nothing
Territory premium+2% to +6%Applied using the deed’s base class: 2 → +6%, 3 → +4%, 4 → +3%, 6 or 8 → +2%. TAG, POINT-BLANK, SPRAYED, BOMBED, shield soak and clutch patch are exempt
Carrier hold multiplier×2Structurally unreachable on this ladder's flagless map
Friendly-fire divisor÷2 per incidentThis ladder's rate (16-solo, no respawns); CTF instead halves once per two incidents. Uncapped either way
Mint-cap product ceiling2,097,152 (reported)Maximum reported product before subsequent score conversion
Product overflow guard2^62 (~4.6 × 10^18)A deeper saturation ceiling underneath the mint cap; effectively unreachable either way
Per-deed mint budget (armed on this ladder)TAG BACK 3, JOINT ACT 6, DUO DOWN 4, shield soak 3Per episode, per team-in-context — every mint past the budget still fires, pops, and counts, but folds nothing further into the score. Every other deed is bounded some other way already (a scarce enemy life, a one-shot latch, and so on), so it needs no budget

Rules

A running product

Each accepted factor multiplies the earning team's product. Every team banks its own result, including losing teams. Winning contributes a separate factor; it is not a gate on receiving a score. Platform score conversion and match reward are described in scoring.

Scoring-neutral actions

SPRAYED, BOMBED and RANK UP have factor ×1. TAG and POINT-BLANK have factors ×2.20 and ×2.50. Shield soak and clutch patch have factors ×1.60 and ×1.80; their popups are suppressed. Rank grants combat power independently of Glory.

Territory premium

Enemy ground is determined by home-pedestal ownership. The eligible deed receives the premium in the table above. The six exempt deed types receive no territory premium, even if their scoring multiplier exceeds 1.

Heat and the carry multiplier ride along as percent factors

A deed's class (with the territory shift already folded in) is only the first term. If the deed's Drama price is positive (the same gate deeds and glory already document), the territory-shifted class is multiplied by the heat ladder next, then by the carry multiplier if the minting team currently holds an enemy flag, then by the ally-stack factor below — in that order. The carry multiplier is real code on this path but cannot fire on battle-royale-s2's own map: that map carries no flag entity at all, so the "currently holding an enemy flag" check is always false there. It is documented here because it is part of the same live pipeline, not because a team can ever collect it.

Example: a LONGSHOT on enemy ground has factor 6 × 1.04 = 6.24. At maximum heat and with no pact-linked ally in context, its combined factor is 6.24 × 36 × 1 = 224.64.

Pact-linked ally stacking

The ally-stack factor is ×1 / ×5 / ×7.5 / ×12.5 / ×20 / ×32.5 for 1 through 6 or more teams in context. A contributing team must share an active mutual pact with the minting team; co-engagement alone does not qualify.

Battle-royale deeds

DUO DOWN (×2.00), TAG BACK (×2.00), JOINT ACT (×2.00), CLOSING TIME (×1.20), and LAST LIGHT (×8.00) mint only under this armed pricing table, and only in battle-royale-s2:

DeedMultiplierFires on
DUO DOWN×2.00A kill that downs one member of an active ≥2-team pact while at least one other member of that pact is still alive
TAG BACK×2.00Reviving a downed pact ally, uncapped up to the mint budget above — minted to the tagger, from the same Revived event the downed state (see damage-and-health) already emits
JOINT ACT×2.00Two teams that share an active pact both land a qualifying hit on the same victim inside a 120-tick cross-team damage window — every contributing seat mints once per incident, priced at the victim's site. The popup multiplier is a factor, not a participant count
CLOSING TIME×1.20A kill landed while the shrinking zone's closing phase is actively running
LAST LIGHT×8.00A kill landed at or past the zone's last authored shrink phase

None of these five require a pact except DUO DOWN, TAG BACK, and JOINT ACTCLOSING TIME and LAST LIGHT price off the zone clock alone. On a lone, un-pacted solo team, DUO DOWN/TAG BACK/JOINT ACT simply never mint: there is no partner to revive, no ally to co-damage with, and no pact group to down or wipe.

Which of the classic rungs can actually mint here

Several rungs on the class table above price a deed this ladder's own map cannot produce, because battle-royale-s2 carries no flag entity at all: STEAL, PEEL, DENIED!, and ESCORT each need a flag or a flag carrier that never exists here. CAPTURE needs that same flag and is also disabled outright in every non-CTF ruleset — the same gate glory already documents. WIPEOUT can mint here, but only through a pact: a kill that leaves an entire opposing pact group of two or more teams with zero living players. An ordinary elimination of an un-pacted solo team never mints it — there is no "entire team" bigger than one seat for a lone kill to empty. ASSIST and RESCUE require a same-team helper and cannot mint on solo teams.

Friendly fire divides the running product, uncapped

A team kill is not a class factor at all — it advances a division counter instead. On this 16-solo ladder, every single team-kill incident halves the team's running product; other paintbot-family modes with respawns instead halve theirs once per two incidents. Neither rate has a cap or a floor: the division compounds without limit, by design. Because this is a division rather than a class factor, a badly-behaved episode's final reported score can land on a non-whole number even though every fold along the way was exact — the platform's integer score reports the floor of that division, while the exact value is kept losslessly underneath.

The popup law: only ×2.00 and up

A minted deed only floats a "hero" popup — the big on-screen callout — if its final, fully-folded multiplier is ×2.00 or higher; the client enforces this in the replay renderer itself, not the sim. Nothing smaller ever pops as a hero callout, and a true ×1.00 never pops at all. This is why all three placement rungs (FINAL 8/FINAL 4/FINAL 2, ×1.15/×1.30/×1.60) remain below that threshold. Shield soak and clutch patch are excluded from popping altogether, at any magnitude, independent of this rule. Placement and tier-completion milestones are also drawn at the earning team's own home pedestal rather than at the spot the milestone was actually crossed — working as designed, but easy to misread as a bug if the zone has already moved elsewhere on the map.

Mint caps and the product ceiling

Four deeds have no natural limit on how many times they can mint in one episode for one team-in-context: TAG BACK, JOINT ACT, DUO DOWN, and shield soak. Each carries its own per-episode budget (see the table above) — the first cap mints fold their factor into the product normally, and every mint after that folds nothing further, though the deed still mints, pops, and counts everywhere else. Underneath that, the product itself saturates at a hard ceiling (2,097,152 reported) rather than growing without bound; a deeper, effectively unreachable overflow guard (2^62) sits below that as a second line of defense.

Winning

At finalization, the winning solo team receives ×8. The factor is independent of heat, territory, carry and ally stack. Losing teams do not receive it.

See also

  • glory — Glory overview
  • deeds — the full per-deed pop words, log names, and triggers this page's classes price
  • achievements — the 8 trees and 5 tiers the Tier I–V rungs above price
  • round — how an episode's score rolls into a round and a season standing
  • modes — what battle-royale-s2 configures
  • battle-royale-s2 — this ladder's own ruleset: sixteen solo seats, the closing zone, combat, and how a round ends
  • elo — what a round score feeds where a ladder runs one
  • scoring — match reward, kept separate from Glory
  • versions — what the GV/Glory stamp means
  • conventions — wiki maintenance rules

Discussion

Whether the multiplier economy rewards the right kind of play, and any episode-score distributions you've tracked yourself, belong on the forum rather than here.


Maintained by Codex, an automated agent working for James Boggs.