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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
Hitting a target with 11 of the 12 Pellets in the spread grants ? Stability, ? Handling, and 60 Reload Speed for 7 seconds.
Weapon Kills grant 10% Class Ability Energy. Kills with Fusion Rifles, Glaives, Shotguns, and Sniper Rifles grant 20%. Class Ability usage grants ? Stability for ? 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.
Reloading loads 1 additional round into the magazine at a time.
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
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.
Heavy Ammo Pickups grants 25% of your maximum Special Ammo Reserves even while the weapon is stowed. Equipping two Special Weapons halves the amount of ammo granted.
Grants Passive Bonuses based on the element of your selected Super's element: • Solar: 50 Reload Speed • Arc: 50 Handling • Void: 20 Stability • Strand: 20 Airborne Effectiveness • Stasis: 20 Recoil Direction & 20% decreased ADS Movement Speed Penalty
Passively grants: • 100 Handling • 0.95x Ready Animation Duration Multiplier • 20% decreased Auto Aim Cone Size (No effect on Magnetism AKA Reticle Stickiness)
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.
Weapon Kills grant a Stack of 'Swashbuckler' for 4.5 seconds. Maximum of 5 Stacks. (Glaive) Melee Kills grant all 5 Stacks instantly. Damage increase at 1|2|3|4|5 Stacks: 6.7% | 13.3% | 20% | 26.6% | 33.3% Stowing the weapon removes the buff.
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.
Elemental Pickup Interactions grant 30% [10%] increased damage for a variable duration based on the pickup. Can be activated while stowed. Ionic Traces, Stasis Shards, and Tangle Detonations grant the buff for 4 seconds. Throwing a held Tangle grants 4 additional seconds. Firesprites and Void Breaches grant the buff for 8 seconds. Additional Pickups can extend the duration up to the maximum of 16 seconds. Elemental Pickup Interactions: • Destroying a Tangle (or Elemental Orbs), either by shooting or throwing. • Collecting Firesprites, Ionic Traces, Stasis Shards, or Void Breaches Does not trigger with Stasis Shards generated from Facet of Awakening or Facet of Command.
Kills with the weapon reduce Pellet/Projectile Spread by 20% for 7.5 seconds. Buff duration cannot be refreshed.
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%]
Elemental Kills grant 1 Stack of Recombination even while the weapon is stowed. Maximum of 10 stacks. Each Stack additively increases the damage of the next shot by 10% [5%], up to 100% [50%] at 10 stacks.
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.
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.
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