“Expected Use Timeframe: UNKNOWN.”
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Slow-firing and high-damage. This weapon is more accurate when stationary and aiming down sights.
This weapon is optimized for an especially explosive payload. • Greatly increases blast radius • Slightly decreases handling speed • Slightly decreases projectile speed
This weapon's launch parameters are particularly stable. • Greatly increases stability • Increases blast radius • Decreases projectile speed
This weapon is weighted for vertical recoil. • Greatly controls recoil • Increases stability • Increases handling speed
This weapon's launch barrel is optimized for projectile speed. • Greatly increases projectile speed • Decreases stability • Slightly decreases blast radius
This weapon's launch barrel is well-balanced. • Slightly increases projectile speed • Slightly increases blast radius • Slightly increases stability
This weapon's barrel provides faster projectiles and much faster aiming. • Greatly increases handling speed • Increases projectile speed
This barrel is broadly optimized for firing control. • Moderately controls recoil • Increases stability • Increases handling speed • Slightly increases projectile speed
Reduces weight for faster reloads. • Greatly increases reload speed • Decreases stability
This weapon's explosives are more effective. • Slightly increases blast radius • Decreases stability
This weapon's projectiles are particularly light and quick. • Increases projectile speed • Increases reload speed
This weapon's projectiles travel faster and have a controlled explosion. • Increases projectile speed • Greatly increases stability • Decreases blast radius
Increases Impact damage by 10%, resulting in a 2.2% total damage increase (not accounting for other damage perks). High-Impact Rocket Launchers only receive a 1.03% total damage increase.
Rocket detonations release 8 Cluster Bombs. Each Cluster Bomb deals up to 150 [11] damage in a 4 meter radius.
Refills stowed weapon from reserves after 3.5 seconds of it being stowed.
Upon readying the weapon after scoring Kills with your other Weapons: Refills and/or overfills the Magazine from reserves based on the amount of Weapon Kills scored. Maximum total overfill amount is 200% of the Magazine Capacity. Each activation can only load up to 100% of the Magazine Capacity into the magazine. Loaded ammo per Kill by ammo type (rounds up): • Primary Weapons: 10% of Magazine Capacity • Special and Power Weapons: 20%
While no enemies are within 15 meters: Grants 10 Range, 30 Reload Speed, and decreases Accuracy Cone Growth by 5?%.
Refills Magazine from reserves upon dropping to 30% Shield Health. Can activate while stowed. Grants 50 Handling and a 0.95x Ready/Stow Animation Duration Multiplier while at or below 30% Shield Health. Buff lingers for 1 second once the condition is no longer met.
Grants the following while Crouched: • 50 Reload Speed • 0.8x Reload Duration Multiplier • 0.8x Ready/Stow Duration Multiplier Passively grants 20 Ammo Generation stat. (50% more than 1 Ammo Generation armor mod)
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.
Increases Magazine Capacity by 1 and Total Reserve Size by 5. Decreases Firing Delay by 25%. Decreases Blast Radius by 30, Reload Speed by 20, and damage by 25% (also applies to Wolfpack Rounds and Cluster Bombs).
While the perk's buff isn't active, Weapon Kills grant 'Golden Tricorn x1' for 7 seconds, increasing weapon damage by 15%. Additional Kills refresh the buff duration. While Golden Tricorn x1 or x2 is active: Grenade or Elemental Melee Kills matching the element of the Weapon grant Golden Tricorn x2 for 10 seconds, increasing weapon damage by 50%. Clarity tooltip editor's note: We're replacing the previous Powered Melee term with Elemental Melee. The former is now exclusively used for perks that require the consumption of a Melee Ability Charge. This note is temporary and will be removed in the future.
Weapon Kills trigger an elemental explosion matching the weapon's element. Damage and radius of the explosions varies based on the weapon's ammo type: • Special Weapons: Up to 67.2 [44.8] damage in a 2.4 meter radius • Power Weapons: Up to 109.2 [72.8] damage in a 3 meter radius
After being in Combat for 12 seconds: Grants 15% increased damage, 100 Handling, and 100 Reload Speed for 7.2 seconds. Works and can activate while stowed. Dealing and receiving damage refreshes the buff duration. For Frenzy, being in Combat is defined as having either dealt or received damage within the last 5 seconds. Self-damage and environmental damage do not count.
Passively grants 50 Blast Radius. Rockets attach on impact and detonate after 3 seconds, dealing 35% increased Explosive Damage. Due to the split of impact and explosive damage on Rocket Launchers, this perk only provides an overall increase of 26-27% damage for the sake of boss DPS. Does not buff the damage of Wolfpack Rounds.
Stunning a Champion refills the magazine from reserves, restores 60 HP, and grants 40 Recovery for 3 seconds.
Weapon Kills restore 10 HP.
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