WEAK LINK
+35% weakspot damage, but -20% regular hits damage
What it does
The numbers below are calculated from the game files.
A damage penalty attached to some other benefit; it can never take you below 10% damage.
| Stat | How it scales | Source |
|---|---|---|
| Weapon damage | -20.0% per copy | linear |
How the game resolves it
Every effect is gated the same way: F_GetJokerEffects checks that the
item is in this card's availableOnItems list, then returns
copies × value. This card's value is 1.
Resolved in FL_Items.F_ApplyImpactDamages.
Raw record
Show the extracted row
{
"id": "jokerWeakLink",
"value": 1,
"rarity": "superRare",
"requiredAmountSlots": 3,
"maxAvailable": 2,
"buyPrice": 500,
"sellPrice": 250,
"associatedChallenge": null,
"availableOnItems": [
"itemBow",
"itemDualRevolver",
"itemLongRanger",
"itemMinigun",
"itemPistol",
"itemQuadCylinder",
"itemSheriffStar",
"itemShotgun",
"itemWinchester"
],
"isEnabled": true
} Stacking
The game allows 2 copies on one item. This is the downside half of a trade. Do not stack it.
Weapon damage by copies
Show as a table
| Copies | Weapon damage |
|---|---|
| 0 | 0% |
| 1 | +10% |
| 2 | +10% |
| 3 | +10% |
| 4 | +10% |
| 5 | +10% |
| 6 | +10% |
| 7 | +10% |
| 8 | +10% |
| 9 | +10% |
| 10 | +10% |
| 11 | +10% |
| 12 | +10% |
| 13 | +10% |
| 14 | +10% |
| 15 | +10% |
This card on its own on the Bow, out to 15 copies. The equip screen stops at 2; copies picked up during a run stack past it.
Worth taking 1 copy. Effects are strictly per player, so a spare beyond that is worth more to a teammate who has none .
How to get it
- Bought in the joker shop
- Can appear when gambling
- Drops as loot during a run
- Drops in solo play
- Can be dropped and passed to a teammate