“"You know how this will end." —Yardarm-4, Titan of the Kentarch 3”
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This weapon's recoil pattern is more predictably vertical.
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
Weapon Kills grant 10% Melee Ability Energy. Kills with Sniper Rifles, Shotguns, Glaives, and Fusion Rifles grant 20%. Dealing Melee Damage grants 35 Handling for 3 seconds. 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.
Dealing any damage with both of your other weapons refills the magazine from reserves upon readying the weapon.
Sliding refills 15% of the magazine (rounded up) from reserves and grants 15? Stability and 30 Handling for 3 seconds. 0.5 second cooldown between activations. Buff is removed on stow.
Hitting a target with 11 of the 12 Pellets in the spread grants ? Stability, ? Handling, and 60 Reload Speed for 7 seconds.
Passively grants 20 Ammo Generation Stat. (Equivalent of 1 Ammo Generation Armor Mod) Being Airborne grants the following benefits: • 30 Reload Speed • 0.8x Reload Duration Multiplier • 15?% decreased Accuracy Cone Size • 20?% decreased Auto Aim Cone Size
Grants 1|2 Stacks while within 15 meters of 1|2+ enemies. Bonuses at 1|2 Stacks: • 15|40 Stability • 18|60 Reload Speed • 25|100 Handling • 0.9x|0.81x Handling Animation Duration Multiplier
Every 6 seconds while not firing the weapon: Loads 25% of the Magazine Capacity (rounded up) into the Magazine from reserves. Can overfill the Magazine up to double the normal capacity. Works even while stowed.
While Amplified, Radiant, or Devour is active: • ? Handling • ? Reload Speed • ?% decreased Reload Animation Duration • ?% decreased ADS Animation Duration
Refills 5% of the magazine (rounded up) every 1.5 seconds while Amplified. Activating Speed Booster increases this rate to once every 0.25 seconds, and allows the perk to overfill the magazine up to double its base capacity.
Kills with the weapon reduce Pellet/Projectile Spread by 20% for 7.5 seconds. Buff duration cannot be refreshed.
Dealing Melee Damage grants the following for the next 3 shots within 5 seconds: • 30 Reload Speed and 30 Handling • 50% increased damage Stowing the weapon removes the buff.
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 scoring a kill or multiple Precision Hits within 5 seconds of each with a different weapon: Readying this weapon reduces its Firing Delay for 2.5 seconds. Firing Delay is reduced by 30% on SMGs and Machine Guns and by 40% on other archetypes. Precision Hits requried per weapon archetype: • Bows, Linear Fusion/Sniper Rifles, Shotguns, Glaive Projectiles: 2 hits • Hand Cannons, Scout Rifles: 4 hits • Auto/Trace/Pulse Rifles, SMGs, Machine Guns, Sidearms: 6 hits
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.
Finishing a reload within 5.3 seconds of a Weapon Kill grants Voltshot for 7 seconds. While Voltshot is active, your next Weapon Hit consumes the buff and applies Jolt to the target. Applied Jolt's damage (generally) does not count as Weapon Damage.
Finishing a reload within ? seconds of a Weapon Kill, or becoming Amplified, grants 1 stack of 'Gear Shift' for 15 seconds. Maximum of 5 stacks. Grants 15%|20%|25%|30%|35% increased damage at 1|2|3|4|5 stacks. Buff can be triggered while stowed and refreshed with each new application of Amplified.
Scoring multiple Direct Hits with the weapon within 3 seconds of each causes the next Direct Hit to apply Jolt. Being Amplified decreases the number of Hits required. Hits needed to activate normally | while Amplified: • Submachine Guns, Trace Rifles: 18 | 13 • Machine Guns: 16 | 11 • Auto Rifles: 15 | 11 • Pulse Rifles: 14 | 9 • Sidearms: 10 | 7 • Rocket Pulse Rifle: 8 | 5 • Scout Rifles, Hand Cannons: 7 | 6 • Swords: 6 | 4 • Glaives, Linear Fusion Rifles: 4 | 3 • Rocket Sidearm, Sniper Rifle?: 4 | 2 • Bows, Grenade Launchers: 3 | 2 • Shotguns, Aggressive Frame Fusion Rifle: 3|1
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