“"Barant Imperium came up outta nowhere—and they brought new energy tech with'em. I kitbashed this beauty 'outta their goods." —The Drifter”
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Higher base damage. High heat generated, [Reload] to vent heat from the weapon. Overheating forces a sustained vent. Weapon cools down more rapidly between shots.
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
Slightly reduces damage in exchange for improved cooling.
Passively grants 2% increased damage and 10 decreased Cooling Efficiency stat.
Strong battery life. Reduces heat generation.
A large, heavy battery. Increases the time it takes to vent, in exchange for greatly reduced heat generation.
Improves stability. • Increases stability
Distance optimizations. • Increases range
Lightweight, agile battery. Increases handling and vent speed.
This weapon has multiple small improvements. Slightly improves stability, vent speed, and range.
Precision Kills grant 70 Reload Speed with a 0.9x decreased Reload Animation Duration for 6 seconds. Buff is removed on stow.
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
While no enemies are within 15 meters: Grants 10 Range, 30 Reload Speed, and decreases Accuracy Cone Growth by 5?%.
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.
Collecting an Orb of Power or Elemental Pickup dissipates 33% Weapon Heat. Elemental Pickups include Firesprites, Ionic Traces, Stasis Shards, Tangles, and Void Breaches.
Switching to the Weapon grants 100 Ready/Stow Handling and a 0.95x Ready Animation Duration Multiplier for 1 second. Buff is removed as soon as ADS input is pressed.
Grants linearly decreasing benefits as Weapon Heat increases from 0% to 50%: • 20 to 10 Range • ? to ? Handling • ? to ? decreased Accuracy Cone Growth
Weapon Kills grant the following benefits to hip-firing for 7 seconds: • 30 Stability • 45% increased Damage Falloff Distance • ~3° larger Precision Aim Angle • 95%? decreased Accuracy Cone Size • 95%? decreased Accuracy Cone Growth. Buff is removed on stow.
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.
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
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.
Direct Weapon Hits grant a stack of Precision Instrument for 1.25 seconds (2.1 seconds on weapons with a Draw/Charge Time). Maximum of 6 stacks. Reloading the weapon (except on Bows) or missing removes all stacks... usually. Heavy Burst Frame weapons can only gain 1 stack per burst. Adaptive Burst Linear Fusion Rifles require 1.5? Hits for each stack (and missing sometimes does not remove your stacks on them). Precision damage increase at 1|2|... stacks: 4.17% | 8.33% | 12.5% | 16.67% | 20.83% | 25%
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.
While above 50% Heat: • Grants 8.25% [3.5] to 14% [?] increased weapon damage as Heat increases from 50% to 100% • Enemies explode on direct damage kills, dealing up ? damage matching the weapon's element in a 7.5 meter radius. Detonation damage by weapon type: • Hand Cannons: 74 (lol) [77?] • Submachine Guns: 289 [?] • Sniper Rifles: 552 [?] Detonation damage falls off to 0% damage at the edge of the radius. Does not buff the Splash/Explosive damage elements of other perks.
Grants ? Handling and ?% decreased ADS Movement Speed Penalty while your magazine is fully loaded or weapon Heat is below 10%. Sprinting for 0.5 seconds grants ? Reload Speed for 6 seconds.
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