Lianes8 StudioGames
Tied to the Beat Wiki

Hidden mechanics

The math behind the tooltips. Understand this and you build top-tier without trial and error.

Per-instrument scalers

The hidden mechanic that changes everything. Each character has a unique scaler stat that multiplies its damage 1x to 9x. This is the dial to max.

CharacterFormulaMax at cap
guitar1 + min(armor x 1.2, 4)5x (armor cap 5)
violin1 + crit chance x 29x (crit chance cap 4)
flute1 + speed x 25x (speed cap 2)
piano1 + (max HP bonus%) x 2uncapped (HP scales)
drum1 + missing HP% x 23x (at 0% HP)
microphone1 + range x 29x (range cap 4)
tambourine1 + luck x 25x (luck cap 2)
trumpet1 + life steal x 24x (life steal stat cap 1.5)

The trick: scalers stack with damage. The scaler does not replace the damage stat. It multiplies on top. If you raise damage to cap (x4) and your scaler to cap (x5 to x9), final multiplier reaches x20 to x36 before the soft cap.

Damage formula

What happens on each shot, in order.

1. Base damage

base damage = 1 × role multiplier × instrument scaler
            = 1 × (0.75 to 1.4) × (1 to 9)

2. Damage multiplier

damage stat           1 + damage × 3 (additive, up to ×4 at damage 3)
× role multiplier     0.75 to 1.4
× Deep Focus          1.15
× outfit bonuses      situational
× Blood Rhythm        drum only
× Crescendo           1.0 to 1.4
× Harmonic Convergence  up to 1.33
× Corruption Embrace  1.0 to 1.3
× Final Chorus        1.25 at 15% HP or less
× Extended Melody     1.15 while active
× character relics    War Drum, Death March and others

Soft cap: above ×4, the extra damage counts at 60%.

3. Crit roll

crit chance       your crit chance stat (no upper limit)
crit multiplier   1 + crit damage stat (up to 5, so ×6)
at crit chance 1.0 or more, every hit is a crit
crit hit          base damage × crit multiplier

Crit chance has no upper limit. Stat cap 4 means every shot crits. Combined with crit damage cap 5 (x6 mult), violin or tambourine builds can generate astronomical damage before the soft cap. Intentional, the glass cannon identity.

Defensive stack (21 layers)

Each hit goes through this pipeline in order.

  1. Invulnerability gate: full immunity while any invulnerability is active
  2. Death March (drum): 1HP invuln window, CD 30s
  3. Jingling Shroud (tambourine): absorbs next hit
  4. Pickup Ghost: phase through 5s
  5. Pickup Shield: HP shield absorber
  6. Fortissimo Barrier: consume 1 stack (cap 3)
  7. Rhythm Shield: 2s absorb, CD 5s
  8. Flute Tornado: full invuln during 3 to 4s tornado
  9. Guitar Dash: 260ms invuln while dashing
  10. Tambourine Lucky Negate: chance up to 0.75. Gamblers Fortune heals plus invuln
  11. Evasion roll: cap 0.95 sum (evasion plus Lucky Step plus glissando plus Sustain Pedal plus slipstream)
  12. Armor flat: total armor cap 15 (stat plus adaptive plus bonus plus Battle Scar plus Ivory Fortress plus Crowd Crush). max(1, dmg - armor)
  13. Rosin Barrier (violin): flat reduction floor(marks/5), cap -4
  14. Damage Reduction stat: cap 0.5 (50%) hard, multiplicative
  15. Crowd Surf: cap 0.15 per enemy count
  16. Sanctuary Aura (piano): 20% DR during 3s post-pulse
  17. Rhythmic Resilience (drum): 20% DR when <50% HP
  18. Brass Barricade (trumpet): 30% DR 1.5s post-catch
  19. Echo Shield (trumpet): 35% DR with 3+ boomerangs in flight
  20. Cyclone Aegis (flute): 50% DR 3s post-tornado
  21. Resonant Barrier (microphone): 0.88^echoes, floor 0.5

Realistic stack. Multiplicative DR layers 14 to 21 are instrument-specific. A single character only stacks its own plus DR stat plus Crowd Surf. Worst case: 0.5 x 0.85 x 0.5 (instrument) = 0.21, around 79% effective DR plus flat armor 15. No build reaches sustained immortality.

Stat caps reference

Stat caps applied by the game rules.

StatCapNotes
damage3 (300%)Additive in formula (1 + dmg*3)
fire rate2Multiplicative cooldown
range4Mic damage scaler
crit chance4 (400%)No upper clamp, >=1.0 means guaranteed crit
crit damage5 (x6 mult)Multiplies base damage on crit
evasion0.5 hardSums with relic bonuses, final cap 0.95
armor (stat)5Total armor (with relics) cap 15
multi-hit0.5 hard50% chance double-shot proc
damage reduction0.5 hardMultiplicative
cooldown reduction0.5 hardDash, abilities
life steal (stat)1.5Operational heal cap 0.30
healing boost0.75Post-heal multiplier
max HPno explicit capPiano scaler compounding
luck2Tambourine scaler
speed2Flute scaler
projectile count5Bullets per shot
heal-per-frame0.04 x max HPLifesteal only (piano pulse capped at 30% per pulse)

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