DPS
The whole kit points downrange — the top of the band, and the number every encounter's DPS-check is measured against.
Nullpyre is built on one promise: no version of the game is the wrong version. Roles differentiate contribution, not power. Elements change how you kill, never how much. And a six-layer build stack gives every class dozens of viable shapes. Here is the machinery underneath.
A single role multiplier scales all outgoing damage: DPS 1.00, Healer 0.90, Tank 0.80. That is only a 20-point spread from top to bottom — so every role is a real damage dealer. Identity comes from the specialty stacked on top, not from a gulf in power. And role is a rebindable build choice: any of the six classes can build any role — each just has a natural one.
The role multiplier is a damage scalar and nothing else. It never touches healing — a Healer restores life at full value even while its damage sits at 0.90. Support power is a specialty layered on top, not a discount on the rest of the kit.
Because the spread is so narrow, a Tank at 0.80 is still a genuine threat downrange. Nobody is benched to a support-bot; a Tank still shoots, a Healer still kills. Roles decide what you contribute most, not whether you contribute at all.
Healing is never scaled down. The 0.90 / 0.80 figures apply to outgoing damage only. A Healer's throughput on the team is exactly as strong as its role demands.
The whole kit points downrange — the top of the band, and the number every encounter's DPS-check is measured against.
Sustains and empowers the fireteam through the hardest modifiers — and still deals real damage. Team-enabling, not self-serving.
Controls the room, absorbs the punishment, and holds the enemy's attention. Trades the least damage for the most enabling power.
Why DPS still matters. Tank and Healer power is team-enabling — it raises the fireteam's collective output, not their own solo power. Encounters interleave DPS-checks, control-checks and survival-checks, and the gear meta leans damage. So the roles stay in balance without any one of them becoming mandatory or obsolete.
Every element deals the same damage. Switching element changes how you deal it — the signature status verb and the delivery curve — never how much. Each element engine is normalized to the same average output, so you can recolour your entire loadout without losing a single point of power.
Six aspects of the Light orbit the Pyre as equals — no element out-damages another. Each engine is tuned to the same average output; it only picks the delivery curve: burst, sustained, damage-over-time, or control.
Because scaling lives entirely in element-neutral stats, +% for a specific element is deliberately not a strong scaling stat. Damage conversion is power-neutral re-flavour, so a build never gets locked into one colour to stay competitive.
The seventh, Corruption, is the Darkness itself — the thing eating the Light. Wield it and it wields back.
| Element | Signature verb(s) | Delivery curve | Damage |
|---|---|---|---|
| Kinetic | Precision (no status) | Burst | 1.0× |
| Solar | Scorch → Ignite | Damage-over-time | 1.0× |
| Arc | Jolt · Amplified | Sustained · chain | 1.0× |
| Void | Suppress · Volatile · Devour | Control · sustain | 1.0× |
| Stasis | Slow → Frozen → Shatter | Control | 1.0× |
| Strand | Sever · Suspend | Control | 1.0× |
| Corruption | Unravel | DoT · spread | 1.0× |
A character is assembled in layers. The top layers set the chassis and element; the lower layers are where "many viable builds per class" comes from — and the very bottom, gear, is where the chase lives.
The chassis — a natural role and three specs to grow into. Any class can build any role.
FixedOne of eighteen: your fixed element and a signature mechanic. Your most permanent combat choice.
Fixed elementTwo to three build-defining slots that rewrite how your kit plays. Where a build takes its shape.
2–3 slotsKeyword and stat tweaks, mixed and matched into your Aspect slots. Fine-tune the feel.
Mix & matchA passive tree of stat nodes and rule-changing keystones — the deep, permanent spine of a character.
KeystonesAffixes and Exotics — the chase, and where the meta actually lives. Swappable in a heartbeat.
Fluid · the chaseRole sits on top of the stack, not inside it. Your class and spec are fixed choices, but the role you play is rebindable — re-spec on the fly as the encounter demands. A Titan can hold the line as a Tank in one fight and pump damage as DPS in the next, all on the same spec and element.
The core promise, made measurable: no class, spec, or element is the "right" answer. Every base build clusters inside a ±8% band around its role's target time-to-kill. Only gear is allowed to push past that line — and that's the chase.
Every class × spec × element build must clear the reference dummy, at reference power, within ±8% of its role's target time-to-kill. Base kits stay inside the band; gear is what pushes beyond it.
The parity band is the rule that keeps the design pillars honest — it turns "every version is viable" from a promise into a testable contract.
Every class, spec and element version is viable and fun. The only meta is gear/build-based, and it rotates via patches and the seasonal artifact.
Roles differentiate what you bring to the fireteam — control, sustain, damage — while raw output stays in a tight band.
Element choice changes the verb and the curve, never the total. Scaling lives in element-neutral stats.
Every build viable. Every role a threat. Refuse to go out.