“Guilty.”
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Hard-hitting, high recoil. Increases rate of fire after kill.
Ranged shotgun barrel. • Increases range • Greatly decreases handling speed
Increases Shotgun Pellet Spread by 7.5%
Dual strength barrel. • Increases range • Increases stability
Balanced shotgun barrel. • Increases stability • Increases handling speed
Balanced barrel. • Slightly increases range and stability • Slightly increases handling speed
While Aiming Down Sights: • Decreases Shotgun Pellet Spread by 5% • Reduces Precision Multiplier by 7.6% (1.1078x🠚1.0294x)
This shotgun's magazine is optimized for quick combat. • Greatly increases stability • Increases rate of fire
This weapon's magazine is built for higher capacity. • Increases magazine size
This weapon has multiple tactical improvements. • Slightly increases stability • Increases reload speed • Slightly increases magazine size
This weapon has a greatly increased magazine size, but reloads much slower. • Greatly increases magazine size • Greatly decreases reload speed • Increases airborne effectiveness
This magazine is optimized for recoil control. • Greatly increases stability • Slightly decreases range • Increases airborne effectiveness
This weapon can fire longer distances. • Increases range
Improved reload and range. • Increases reload speed • Slightly increases range
Optimized for fast reloading. • Slightly increases stability • Greatly increases reload speed
Upon emptying the Magazine: Refills 60% of the number of Hits landed (rounded up) into the Magazine from reserves. Hits are counted from either your last reload or the last time the perk was triggered. Does not require Direct Hits. Requires firing 28.75% of the Magazine Capacity for the refill to activate. Cannot load the Magazine beyond its base capacity. Hits after triggering a refill do not count while the Rewind Rounds buff is active (1? second). Adaptive Burst Linear Fusion Rifle behavior: • Each individual bolt in the burst counts as a Hit • Refill amount is uniquely 14% of the number of Hits rounded up (numbers are subject to change once we get more data points)
Grants Stat Bonuses depending on the number of Charged Abilities. Stat Bonuses with 1|2|3+ Charged Abilities: • 5|15|25 Stability • 5|25|60 Handling • 10|25|60 Reload Speed
Starts Health Regeneration and restores 65 HP upon reaching 100% Activation Progress with Weapon Kills within 5 seconds of each. Activation Progress by Enemy Rank: • Minor Combatants: 34% • Players: 67% • Elites, Minibosses, and Bosses: 100%
Sliding refills 15% of the Magazine (rounded up) and grants 20 Range and Stability for your next shot (of the burst) within 2.5 seconds. 0.3 second cooldown after activation but can activate multiple times during a slide. Buff is removed on stow.
Refills stowed weapon from reserves after 3.5 seconds of it being stowed.
Weapon fires Full Auto. (Identical to the setting) Decreases Firing Delay by 10% on Shotguns.
Weapon Kills grant 10% Grenade Ability Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant 20%. Using your Grenade Ability refills the Magazine with a 3 second cooldown. Ability energy gained may be significantly decreased based on your selected ability's Chunk Energy Scalar. Learn more about this mechanic in our explainer blog post on the Clarity website.
Hitting a target with all 12 Pellets in the spread increases the damage of your next Melee attack within 3 seconds. Melee Damage increase by weapon type: • Shotgun: 150% additional base melee damage • Hand Cannon: 75% [100?%] additional base melee damage Stowing the weapon removes the buff. The buff does not stack with the passive Melee Damage increase against Frozen non-Boss targets. The higher buff of the two takes precedence.
Grants the following benefits for your first shot (of the burst): • 20 Aim Assist and 25 Range • 5% decreased Accuracy Cone Size • 10% decreased Accuracy Cone Growth Special weapons only receive 50% of the benefits. Stats are rounded up. Firing the weapon prevents the perk from activating for 3 seconds.
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.
On Weapon Kill, for 5 seconds: • 50 Mobility • 40 Handling and 20 Range • 5% increased Damage Falloff Distance Additional Kills extend the duration by 5 seconds, up to 8 seconds. Buff is removed on stow.
Deals increased damage against Minibosses, Bosses, and Vehicles, as well as Players in their Super Ability. Damage increase by Ammo Type: • Primary Weapons: 20% [60%] • Special Weapons: 15% [20%] • Power Weapons: 10% [20%]
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