Short answer: Valor Mortis has no authoritative, publicly documented weapon-scaling formula as of 18 October 2026. One More Level’s official Steam description confirms a combat system built around multiple weapons, parries, dashes, finishers and supernatural abilities, but it does not publish attribute coefficients, scaling grades, soft caps or an upgrade table. Community guides contain estimates, not canonical values. You can choose upgrades by weapon role and the encounters you are struggling with, but no source currently supports a definitive “best stat” or mathematically optimal weapon path.
What the developer has actually confirmed
The official Steam store description from One More Level and Lyrical Games says players will “Master a combat system of parries, dashes, and visceral finishers across a variety of weapons.” That establishes the broad combat categories, not the arithmetic behind damage. The listing does not state how a character attribute contributes to a weapon’s attack power, whether weapons display letter grades, or whether different attack types use different coefficients.
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That distinction matters. A game can have several weapon classes and a sophisticated upgrade system without exposing the formula that converts attributes and upgrades into final damage. Until the developer publishes those values or the underlying data becomes verifiable, any precise percentage, breakpoint or ranking should be treated as provisional.
What “weapon scaling” normally means
In an attribute-driven action RPG, scaling is the part of a weapon’s damage that changes when a character statistic changes. A simplified model is:
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final damage = base damage × upgrade multiplier + attribute contribution
Actual games may add separate terms for attack type, enemy defenses, critical hits, posture or stagger, buffs, elemental effects, two-handed use, ammunition and animation-specific modifiers. The visible number may also be rounded, while the calculation uses hidden decimals. Those are general possibilities, not documented Valor Mortis mechanics.
Base damage
Base damage is the weapon’s starting output before attributes and upgrades are applied. Two weapons can have different base values even if they use the same character statistic. A fast weapon may trade lower per-hit damage for more attacks, while a heavy weapon may deliver fewer but larger hits. No official Valor Mortis table currently lists base damage for the roster.
Attribute contribution
A coefficient determines how strongly a statistic affects a weapon. If a game labels a weapon with a scaling grade, that grade is usually a broad indication rather than a number players can calculate from. Valor Mortis has no published coefficient table, and public materials do not establish whether familiar labels such as strength or dexterity are used at all.
Upgrade multiplier
Upgrades can raise base damage, improve scaling, or do both. Some games use a fixed multiplier per level; others change the coefficient at selected upgrade stages. No official Valor Mortis upgrade path or multiplier schedule has been released, so an apparent increase in the menu cannot be converted into a verified formula.
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Which stats increase weapon damage in Valor Mortis?
There is no confirmed answer in the public documentation available on 18 October 2026. The official listing does not name a primary damage attribute, and the community wiki reported that official materials had not published a full weapon roster, damage figures or scaling figures as of 13 September 2026.
That means claims such as “this boss weapon is strength-based,” “that firearm scales with dexterity,” or “raise one stat to a specific breakpoint” are not established facts. They may reflect a player’s testing in a particular build, an interpretation of an unfinished interface, or a value that changed in a patch. Do not present them as developer-confirmed rules.
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If your version shows a scaling icon, letter or projected damage change, treat it as the best evidence available for that version, but record the exact patch and upgrade state. A panel can show an attribute affecting displayed damage without revealing whether the relationship is linear, whether a cap exists, or whether another hidden modifier is involved. Screenshots and controlled comparisons are more useful than copying a single number from a guide.
Is there a soft cap for weapon scaling?
No soft cap has been verified publicly. A soft cap is a point at which additional investment produces smaller gains; it is different from a hard cap, after which gains stop entirely. Some guides describe soft-cap values for named boss weapons, but those claims are not corroborated by an official stat sheet. They should be considered community hypotheses rather than settled Valor Mortis mechanics.
A reliable soft-cap claim would need, at minimum, a controlled series of measurements at consecutive attribute values, the same weapon and upgrade level, the same attack and target, and a record of the game version. Even then, enemy mitigation and rounding could make a real coefficient look irregular. Until such a data set is published and reproducible, avoid planning a build around a quoted breakpoint.
Why community damage numbers conflict
One guide explicitly describes its damage figures as community testing and warns that they are close estimates rather than official data. A separate guide presents detailed primary-stat and soft-cap recommendations for named boss weapons, but those figures have no corroborating official table. Differences can arise from:
- Different patches or hotfixes.
- Different weapon upgrade levels, character levels or passive effects.
- Different enemy types, hit locations and defensive states.
- Normal attacks being compared with charged attacks, finishers or other animations.
- Critical, parry or stagger states being mixed with ordinary hits.
- Display rounding or hidden modifiers that are not visible in the menu.
Use community tables as leads for your own testing, not as universal constants. If a guide does not state its patch, test conditions and measurement method, its numbers cannot establish a general formula.
How to choose a weapon to upgrade first
Without verified coefficients, the sensible first upgrade is the weapon that consistently solves your immediate problem and whose moveset you can use reliably. This is practical guidance, not a claim that one weapon has the highest damage ceiling.
Start with the encounter
Identify whether you are losing to range, recovery time, stamina pressure, enemy armor, or a failure to create parry and finisher opportunities. A weapon that reaches safely or recovers quickly may outperform a theoretically stronger option in that encounter.
Match the weapon to your habits
Spend several fights learning one weapon’s effective range, attack recovery and parry interactions before investing heavily. Consistent hits and safe disengagement are more valuable than a damage number you cannot apply without trading hits.
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Check the upgrade screen before spending materials
Record the weapon’s displayed attack values, any listed attribute effects and the material cost at each available level. If the interface does not expose a change, do not assume that an unseen coefficient improved. Keep a reserve of materials until you know whether the next upgrade helps the attacks you actually use.
Prefer reversible experiments
If the game allows refunds, respecs or multiple save slots, use them to compare options. If it does not, make a manual record before committing. There is no public evidence that a particular weapon path is mandatory, so avoid treating an unverified tier list as a requirement.
A repeatable way to test scaling in your own game
You can gather useful evidence without claiming to have discovered the official formula. The goal is to compare like with like.
- Record the version. Write down the platform, game version or patch date, character level, relevant attributes, weapon name and upgrade level.
- Choose one controlled target. Use the same enemy type and, where possible, the same body region. Do not mix ordinary, staggered and critical states.
- Use one attack. Repeat the identical light, heavy or charged attack. Do not combine a normal strike with a finisher or parry follow-up.
- Repeat the measurement. Capture several hits at the same attribute value and note the displayed damage. Repeating helps reveal rounding or variable damage.
- Change one variable. Raise only one attribute or one upgrade level, then repeat the same sequence. If several values change at once, the result cannot identify a coefficient.
- Log conditions and anomalies. Note buffs, debuffs, enemy armor states, distance, missed hit boxes and any animation differences.
- Compare across patches cautiously. A result from one version is not proof that the same relationship remains after an update.
This process can show that a displayed value changed under controlled conditions. It cannot, by itself, prove the developer’s internal equation or establish a universal soft cap.
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| Question | Public status as of 18 October 2026 |
|---|---|
| Does every weapon scale with a character attribute? | Not stated in official materials. |
| Which attributes affect each weapon? | No authoritative weapon-by-weapon list. |
| Are strength and dexterity the relevant attributes? | Not confirmed by the official listing. |
| What are the numerical coefficients? | No verified public coefficient table. |
| Are there soft caps? | Unverified; guide claims are community estimates. |
| How do upgrades change base damage or scaling? | No published weapon upgrade table. |
| Do parries, dashes and finishers use separate modifiers? | Their presence is confirmed; their damage formulas are not published. |
| Are firearms governed by an ammunition or special scaling rule? | Not stated in the cited official materials. |
What to look for in a future official stat release
If One More Level publishes a weapon spreadsheet, patch note or in-game codex, the useful comparison is broader than a single attack number. Check whether it lists:
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- Base damage and damage type for every weapon.
- Attribute coefficients at each upgrade level.
- Upgrade multipliers, material costs and any level-specific breakpoints.
- Stamina or recovery cost, reach and attack speed.
- Stagger or posture effects and interaction with parries and finishers.
- Block, parry or defensive utility.
- For firearms, ammunition economy and any reload or resource modifiers.
- Performance against enemy defenses, armor states and special resistances.
Those fields would allow a meaningful build comparison. A single screenshot showing a higher menu number would not establish how the weapon performs in every encounter.
How to interpret future patches and guides
Read patch notes for explicit balance changes to weapons, attributes, enemy defenses and resource costs. A change to any of those systems can alter observed damage without changing the underlying scaling coefficient. When a new guide quotes exact values, check its test version, weapon upgrade, target, attack type and whether the author labels the figures as measured or estimated.
The most reliable community documentation will publish raw observations, repeatable conditions and differences between patches. Treat precise soft-cap charts or weapon rankings without that context as provisional, especially when they conflict with the absence of an official stat sheet.
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Bottom line for your build
Valor Mortis clearly intends weapons to work alongside parries, dashes, finishers and supernatural powers, but the public documentation stops at those combat categories. It does not currently tell players which attributes increase a given weapon’s damage, how much they contribute, where a soft cap lies or which upgrade path is optimal. Choose a weapon whose range, recovery and defensive interactions fit the encounter, measure changes in your own version when an upgrade matters, and keep community numbers labeled as estimates until the developer publishes verifiable data.
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