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Fires a short range spread of pellets.
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 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%.
Weapon Kills grant 'Crystalline Corpsebloom' for 4 seconds. Kills while Crystalline Corpsebloom is active spawn a Stasis Crystal 3 meters away from the enemy death location in a random direction.
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)
Reloading after scoring Kills with the weapon overfills the magazine from reserves based on the number of Kills scored. Overfill amount maxes out at 150% of the Magazine Capacity. Always rounds up. Kill counter persists through stow. Overfill amount per Kill scored: • Primary Weapons: 20% • Special and Power Weapons: 10%
Powered Melee Hits and (Glaive) Melee Kills refill the magazine from reserves. 3 second cooldown between activations.
Weapon Kills refill 10% of the magazine (rounded up) from reserves. Submachine Gun and Auto Rifle Kills refill 17% of the magazine.
Weapon Kills grant 1 Stack of Feeding Frenzy for 3.5 seconds, increasing the Reload Speed of the weapon. Maximum of 5 Stacks. Bonuses at 1|2|3|4|5 Stacks: • 8|50|60|75|100 Reload Speed • 2.5%|10%|13%|16%|20% decreased Reload Animation Duration
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.
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.
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.
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.
Being in Combat for 12 seconds grants a Stack of 'Chaos Reshaped' for 7 seconds. Maintaining the first Stack for 12 seconds grants a second Stack. Buff can be activated while stowed. For Chaos Reshaped, being in Combat is defined as having either dealt or received damage within the last 5 seconds. Benefits at Chaos Reshaped x1 and x2: • x1: grants 20% increased damage • x2: grants 35% increased damage and grants a periodic burst of healing Healing effect is bugged! While Chaos Reshaped x2 is active: Stowing the weapon or keeping it readied for 7 seconds grants a continous healing effect of 5 HP per second. Stowing this weapon grants the effect for 1 to 7 seconds (cycling, it's complicated), while keeping it readied after activation makes the healing effectively constant. While this healing effect is active, NO OTHER SOURCE OF HEALING CAN RESTORE THE FINAL [~35 to 5] HP OF YOUR HEALTH BAR! This unrecoverable HP segment can only be healed by Chaos Reshaped's 5/HPs effect. For more details, visit the perk description in the Destiny Data Compendium.
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.
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.
Scoring a Kill with any weapon grants Master of Arms x1, granting 15% increased damage for 7 seconds. Scoring a Kill with any weapon with Master of Arms active grants Master of Arms x2, granting 25% increased damage for 4 seconds. Master of Arms x2 expiring reverts the buff back to Master of Arms x1.
Kills grant 5% Class Ability Energy. 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.
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