“"'Monster' is a relative term. Just look at the Drifter." —Glint”
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Deeper ammo reserves. Slightly faster reload when magazine is empty.
Lightly vented barrel. • Greatly controls recoil • Increases handling speed
Stable barrel attachment. • Increases stability • Moderately controls recoil • Slightly decreases handling speed
Balanced barrel. • Slightly increases range and stability • Slightly increases handling speed
Weighty barrel extension. • Increases range • Decreases handling speed • Moderately controls recoil
Ultra-light barrel. • Greatly increases handling speed • Slightly increases stability
Barrel optimized for distance. • Greatly increases range • Decreases stability • Slightly decreases handling speed
Durable ranged barrel. • Increases range
Barrel optimized for recoil reduction. • Increases stability
Dual strength barrel. • Increases range • Increases stability
While Aiming Down Sights: • Decreases Shotgun Pellet Spread by 5% • Reduces Precision Multiplier by 7.6% (1.1078x🠚1.0294x)
Ranged shotgun barrel. • Increases range • Greatly decreases handling speed
This weapon can fire longer distances. • Increases range
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
Linearly grants a Reload Duration Multiplier as your magazine drops from 50% capacity to empty. Reload Duration Multiplier scales from 0.9x at 50% capacity to 0.8x with an empty magazine.
Optimized for fast reloading. • Slightly increases stability • Greatly increases reload speed
Rounds ricochet off hard surfaces. • Increases stability • Slightly increases range
Improved reload and range. • Increases reload speed • Slightly increases range
Grants 5% increased damage against Elemental and Barrier Champion Shields. Allows bullets to overpenetrate enemies once.
Passively grants 30 Reload Speed with a 0.9x Reload Duration Multiplier. Decreases Magazine Size Stat by 30. (Equivalent to the "inverse" of Extended Mag)
This shotgun's magazine is optimized for quick combat. • Greatly increases stability • Increases rate of fire
Hits inflict increased Flinch on Enemies. PVE: Tier 1-2 Minors can be repeatedly staggered. Higher Tier Combatants stagger quicker. PVP: Flinch against Players varies based on damage and Weapon Archetype. Flinch increase ranges between 5-10%.
Grants linearly scaling benefits as the Magazine drops from 50% capacity to empty: • 10 to 20 Range • 30? to 50? Handling • 10-20% decreased Handling Animation Duration • 5?% to 10?% decreased Accuracy Cone Size Special weapons only receive 50% of the benefits. Stats are rounded up.
Passively grants 5 Aim Assist, 15 Airborne Effectiveness, and a 10% decreased ADS Animation Duration. While no allies are within 15 meters: Bonuses are increased to 10 Aim Assist, 30 Airborne Effectiveness, and a 20% decreased ADS Animation Duration.
Applying an Elemental Debuff grants the following benefits for 9 seconds: • 50 Reload Speed and 20 Aim Assist • 20% decreased ADS Movement Speed Penalty Buff can be activated while stowed.
While no enemies are within 15 meters: Grants 10 Range, 30 Reload Speed, and decreases Accuracy Cone Growth by 5?%.
Finishing a reload within 5.3? seconds of a Kill grants Cure x2 to you and Cure x1 to allies within 15 meters.
Aiming Down Sights grants the following benefits: • 10 Range • 10% increased Effective Zoom • 5% increased Projectile Speed The Effective Zoom increase pushes out Aim Assist Falloff by 10%, reduces (Absolute) Recoil by 10% and narrows the Accuracy and Aim Assist Cones by the same amount. (This is the normal behavior of Zoom and isn't unique to Rangefinder)
Weapon Kills refill 10% of the magazine (rounded up) from reserves. Submachine Gun and Auto Rifle Kills refill 17% of the magazine.
Grants linearly scaling benefits as the Magazine drops from 50% of its base capacity to empty: • 12.5% to 25% decreased Accuracy Cone Size • 0 to 30? Stability
Finishing a reload within 3.6 seconds of a kill grants 25% increased damage for 5 seconds. Stowing the weapon removes the buff. Does not buff the Splash/Explosive damage elements of other perks.
Weapon Kills grant 1 Stack of Adrenaline Junkie for 4.5 seconds. Grenade Kills grant all 5 Stacks instantly even if the weapon is stowed. Adrenaline Junkie benefits: • 20 Handling • 6.7%|13.3%|20%|26.6%|33.3% increased damage at 1|2|3|4|5 Stacks
Weapon Kills grant 'Desperate Measures x1' (DMx1), increasing damage by 10% for 7 seconds. Grenade or Melee Kills grant 20% increased damage for 7 seconds (DMx2). Scoring another Grenade or Melee Kill with DMx2 active increases this to 30% (DMx3). Can be activated while stowed. Weapon, Grenade, and Melee Kills refresh the buff duration.
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.
Dealing non-Precision Direct damage grants the following benefits for 0.55 seconds: • 20% increased Precision Bonus (complicated, see specific damage increases below) • 3% increased Aim Assist Cone size Precision damage increases by weapon type/frame: • Pulse Rifles: Adaptive: 7.1%, Aggressive Burst: 10%, Heavy Burst: 9.5%, High-Impact: 8.74%, Lightweight: 6.3%, Rapid-Fire: 10.3% • Sidearms: Adaptive Burst: 8.46%, Heavy Burst: 7.36% • Scout Rifles: Precision: 8.66% [Bug] Heavy Burst Hand Cannons: 7% increased Weakspot damage. The distinction between Weakspots and Critspots is complicated and we might write an explainer blog post about it eventually. For the purposes of PvP, the two are equivalent.
Weapon Kills trigger a Solar explosion that applies 30 Scorch Stacks (40 with Ember of Ashes) and deals up to 30 damage to enemies within 4 meters of the target. Killing Elite or higher tier Combatants and Players increases the radius to 8 meters and applies 10 more Scorch Stacks. Scorch damage can be increased through Weapon Damage Buffs.
Grants the following if no allies are within 15 meters: • 10% decreased ADS Movement Speed Penalty • 15% decreased ADS Animation Duration
Hits and Kills with your Weapon grant you 'Points'. Hitting Point thresholds grants Stacks of Field Test. Maximum of 5 Stacks. Buff is only removed on death. Stat Bonuses at 1|2|3|4|5 Stacks: • 3 | 6 | 9 | 12 | 20 Range • 5 | 10 | 20 | 35 | 50 Reload Speed • ? | ? | ? | ? | 30? Stability • ? | ? | ? | ? | ? Handling • 5 | 10 | 20 | 35 | 55 Charge Rate (Swords) • 5 | 10 | 20 | 30 | 40 Guard Resistance (Swords) Points required for 1|2|3|4|5 Stacks: • Primary Weapons: 51|151|351|651|1001 • Special Weapons: 26|76|176|326|501 • Power Weapons: 11|31|71|131|201 Each Hit grants 1 Point regardless of Weapon Archetype and Enemy Rank. Does not require Direct Hits. Points granted by Kills are based on Enemy Rank: • Tier 1-2 Minors: 1 Point • Tier 3-4 Minors, Tier 2+ Elites, and higher: 4 Points • Tier 1 Elites: 5 Points • Enemy Players: 10 Points Kill Point Multipliers by Weapon Archetype: • Primary Weapons and Shotguns: 5x • Sniper Rifles: 2.5x • Breech-Loaded Grenade Launchers: 2x
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