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 multiplier | Pops (≥×2.00)? | Reachable on this ladder today |
|---|---|---|---|
SPRAYED | ×1.00 | No | Yes — scoring-neutral |
BOMBED | ×1.00 | No | Yes — scoring-neutral |
RANK UP | ×1.00 | No — paid as power (see ranks), not score | Yes, but scoring-neutral |
| shield soak (blank pop word) | ×1.60 | No — structurally excluded from the pop, any magnitude | Yes, ambient (per hit point absorbed) |
| clutch patch (blank pop word) | ×1.80 | No — structurally excluded from the pop, any magnitude | Yes |
TAG | ×2.20 | Yes | Yes |
ESCORT | ×2.00 | Yes | No — needs a flag/heart entity this map does not have |
ASSIST | ×2.00 | Yes | Requires a same-team helper; solo teams cannot supply one |
RESCUE | ×2.00 | Yes | Requires a same-team helper |
DUO DOWN | ×2.00 (×2.12 on enemy ground) | Yes | Only 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) | Yes | Only reviving a downed pact ally |
JOINT ACT | ×2.00 (×2.12 on enemy ground) | Yes | Only between two teams sharing an active pact, on the same 120-tick co-damage incident — see Rules |
POINT-BLANK | ×2.50 | Yes | Yes |
PAYBACK | ×4.00 | Yes | Yes |
CHASE | ×4.00 | Yes | Yes |
FIRST! | ×4.00 | Yes | Yes, once per episode |
STEAL | ×4.00 | Yes | No — needs a flag entity |
PEEL | ×4.00 | Yes | No — needs a flag entity and a live carrier |
LONGSHOT | ×6.00 | Yes | Yes |
MULTI! | ×6.00 | Yes | Yes |
DENIED! | ×6.00 | Yes | No — needs a flag entity |
CAPTURE | ×8.00 | Yes | No — needs a flag entity, and is disabled outright in every non-CTF ruleset regardless |
WIPEOUT | ×8.00 | Yes | Only wipes an entire ≥2-team pact group with one kill — an ordinary un-pacted elimination never mints it |
LAST LIGHT | ×8.00 | Yes | Yes |
BOUNTY | ×9.00 | Yes | Yes |
CLOSING TIME | ×1.20 | No | Yes — 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
| Rung | Multiplier | Notes |
|---|---|---|
| Tier I / Tier II achievement claim | ×1.00 | No first-claim distinction under this table |
| Tier III achievement claim | ×2.00 | No first-claim distinction under this table |
| Tier IV achievement claim, any team, first or not | ×2.50 | Applies to every Tier IV claim |
| Tier V achievement claim, not first | ×3.00 | Applies to non-first Tier V claims |
| Tier V achievement claim, first team to claim it | ×3.46 | Percent-scaled square-root factor; greater than a non-first Tier V claim |
| Tier-completion bonus (armed on this ladder) | ×1 / ×1 / ×2 / ×3 / ×4 | Folds 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 | ×1.15 | Placement factor |
FINAL 4 placement | ×1.30 | Placement factor |
FINAL 2 placement | ×1.60 | Placement factor |
| Survival credit | ×1.02 per 30 seconds alive | Compounds with placement factors when enabled; fixed-point rounding can suppress a small increment |
| BR win factor, this ladder's shape (16 one-seat teams) | ×8.00 | Applied 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
| Property | Value | Notes |
|---|---|---|
| Episode seed | 1 | Starting product |
| Heat ladder | ×1 / ×5 / ×14 / ×36 | Cumulative 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 / ×32.5 | For 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 | ×2 | Structurally unreachable on this ladder's flagless map |
| Friendly-fire divisor | ÷2 per incident | This ladder's rate (16-solo, no respawns); CTF instead halves once per two incidents. Uncapped either way |
| Mint-cap product ceiling | 2,097,152 (reported) | Maximum reported product before subsequent score conversion |
| Product overflow guard | 2^62 (~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 3 | Per 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:
| Deed | Multiplier | Fires on |
|---|---|---|
DUO DOWN | ×2.00 | A 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 | ×2.00 | Reviving 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 | ×2.00 | Two 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 | ×1.20 | A kill landed while the shrinking zone's closing phase is actively running |
LAST LIGHT | ×8.00 | A 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 ACT — CLOSING 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-s2configures - 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.