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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-math.html">Math</a> <span>›</span> <span class="here">Math.pow</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Math.pow</h1>
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<code class="sig">Math.pow(base, exp) -&gt; fixed</code>
<div class="desc"><p>Returns <code>base<sup>exp</sup></code> for <code>base &gt; 0</code> and any fixed <code>exp</code>, computed in Q16.16 as <code>2<sup>exp·log₂base</sup></code> — so non-integer exponents work (<code>Math.pow(x, 0.5)</code> is a square root, though <code>Math.sqrt</code> is cheaper and exact) and it stays bit-identical on every platform. Use it for gameplay curves that need a tunable exponent: damage falloff, easing shaped by a designer-set power, or compound-growth economies. Keep the result inside the fixed range (magnitudes below <code>32768</code>); combinations that exceed it saturate.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
handler Step phase Update {
let falloff = Math.pow(0.9, distance) # each unit keeps 90% of the effect
}
}</pre></div>
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