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Slow-firing and high-damage. This weapon is more accurate when stationary and aiming down sights.
Magnetic levitation massively decreases friction, allowing higher bolt velocity. • Greatly increases projectile speed • Decreases persistence
Imbuing a rail with paracausal energy improves the durability and effect duration of bolts. • Greatly increases persistence • Decreases handling speed
Lightweight rail construction makes it easier to handle. • Greatly increases handling speed • Decreases reload speed
A streamlined rail speeds up operations. • Greatly increases reload speed • Decreases projectile speed
A pared-down rail improves weapon usability. • Increases handling speed • Increases persistence
Reducing friction on the rail allows for faster loading and higher velocity. • Increases reload speed • Increases projectile speed
Bolts explode shortly after hitting the environment or a target, but deal less damage on impact. [###DestinyNamedSubstitutions.ui_player_action_interact_button###][###DestinyNamedSubstitutions.ui_player_action_interact_verb###] with the bolt to retrieve it.
Bolts release an impulse shortly after impact that deals a small amount of damage and has a high chance to cause flinch. [###DestinyNamedSubstitutions.ui_player_action_interact_button###][###DestinyNamedSubstitutions.ui_player_action_interact_verb###] with the bolt to retrieve it.
Bolts attached to targets deal damage over time. [###DestinyNamedSubstitutions.ui_player_action_interact_button###][###DestinyNamedSubstitutions.ui_player_action_interact_verb###] with the bolt to retrieve it.
Recovering a bolt from a living target deals damage. [###DestinyNamedSubstitutions.ui_player_action_interact_button###][###DestinyNamedSubstitutions.ui_player_action_interact_verb###] with the bolt to retrieve it.
Bolts deal increased damage, but are slower and more affected by gravity. [###DestinyNamedSubstitutions.ui_player_action_interact_button###][###DestinyNamedSubstitutions.ui_player_action_interact_verb###] with the bolt to retrieve it.
Grants 35% Flinch Resistance after 1 second of Aiming Down Sights (ADS) without firing. Remains active until you're no longer ADS. Timer starts as soon as the ADS input is pressed.
Picking up a Crossbow Bolt grants ? Handling and ? Reload Speed for 4 seconds. Picking up additional Bolts adds 3? seconds to the buff duration up to the maximum of 15 seconds.
Grants the following benefits while Void Overshield, Frost Armor, or Woven Mail is active: • 30 Stability • ? Aim Assist • ?% Flinch Resistance
Aiming Down Sights (ADS) for 1.5 seconds without firing and staying ADS causes your next shot to apply Weaken on a Direct Hit. Timer starts as soon as ADS input is pressed.
Kills against Void Debuffed enemies grant a 45 HP Void Overshield for 8 seconds (12 with Echo of Persistence).
Dealing any damage with both of your other weapons refills the magazine from reserves upon readying the weapon.
Aiming Down Sights for 1.5 seconds without firing causes your next kill to trigger an explosion matching the weapon's element within an 8 meter radius, experiencing a maximum of 30% damage falloff. Timer starts as soon as ADS input is pressed. Unscoping immediately removes the buff.
Aiming Down Sights for 1.5 seconds without firing grants the following for a single shot: • 10% increased Aim Assist Falloff Distance • 40% increased precision damage (35% for Scout Rifles, 30% for Heavy Ammo Sniper Rifles) Timer starts as soon as the ADS input is pressed. Unscoping immediately removes the buff. For glaives (Greasy Luck), the projectile must strike the target's critical hitbox in order to recieve the 40% [35%] damage bonus.
Scoring a Kill grants 1 [2] Stacks of 'High Ground' for 7 seconds. Maximum of 3 Stacks. Weapon damage increases at 1|2|3 Stacks: 10% [5%] | 17.5% [10%] | 25% [15%] While you are not airborne: Damaging targets that are 2 meters [5 for Primary weapons] lower in elevation than the ground you stand on immediately grants all 3 Stacks [Primary weapons only grant 1 Stack] of the buff. The damage increase is applied to the shot triggering the perk as well. The reference point of enemies' elevation is generally their lowest point.
Weapon Kills apply Volatile to enemies in a 7 meter radius around the target and grant Volatile Rounds for 3 seconds. 1.5 second cooldown between activations.
Weapon Kills grant a Stack of Rampage. Maximum of 3 Stacks. Stacks expire one at a time every 4.5 seconds. Grants a 10%|21%|33.1% damage increase at 1|2|3 Stacks. Does not buff the Splash/Explosive damage elements of other perks.
Precision Kills apply Weaken to enemies within 7 meters of the target for ? seconds. 1.5? second cooldown between activations.
For single-shot weapons: Scoring 3 hits with at least 1.2 seconds or at most 4 seconds between each other grants ? Reload Speed and 5% [?] increased damage for 8 seconds. Additional hits while the buff duration is below 4 seconds refresh the timer to 4 seconds. For multi-shot weapons: Scoring 3 hits with at least 0.8 seconds or at most 1.2 seconds between each other refills 10% of the magazine and grants 5% [?] increased damage for 4 seconds.
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