What is the level significance in XMP bursters and resonators?
I was hoping someone could explain the levels Ingress uses. For example, do L2 XMP bursters only take out L2 resonators, or can they take out L1 resonators as well?
Each level of XMP make the weapon more powerfull.
Each level of Resonator make it more resistant (and increase range of potental links).
Here you can find a table with the power of each level of XMP Burster (source) :
EDIT: Since 18 January 2013 there are some new range values :
Level Range Damage
----- ----- ------
1 42 150
2 48 300
3 58 500
4 72 900
5 90 1200
6 112 1500
7 138 1800
8 168 2700
Or a nice image (Outdated for the moment) :
Here is a summary of the different levels :
Level AP required Max XM Burster Resonator HP Portal Range
Damage Range
----- ----------- ------ ------ ----- ------------ ------------
1 0 3000 150 42 1000 160 m
2 10,000 4000 300 48 1500 2.56 km
3 30,000 5000 500 58 2000 12.96 km
4 70,000 6000 900 72 2500 40.96 km
5 150,000 7000 1200 90 3000 100 km
6 300,000 8000 1500 112 4000 207 km
7 600,000 9000 1800 138 5000 384 km
8 1,200,000 10000 2700 168 6000 655 km
To supplement @Cedric's answer, the decay rate is not known at present but is clearly not linear. Anecdotal evidence suggests a major difference between standing within a meter of a resonator vs 5m away and only a minor difference between 10m and 15m away. There's a reddit thread with discussions and a much more plausible graph of damage from WolframAlpha. It's not clear how they obtained this information or how precise it is but it corresponds much more closely with my experience playing the game than the linear assumption.
This shows two hypothetical curves for an L8 burster only, with the old range. The numbers may not be precise but the steep power law/exponential shape seems plausible for all levels.
From a physical point of view, conservation of energy would indicate a dropoff ~ r^(-3) because it is a 3 dimensional phenomenon (even if its effects are only registered in two dimensions). A frictional term would add something like e^(-r/r_o) which would generate something more like the attached graph. Though the game's logic is in flux, I think they will likely keep with the pseudo-physical interpretation because it will tend to "feel more natural" than a linear response.