![]() For charge weapons, this represents the time after firing a volley which must elapse before the player can begin to charge another volley.Fire Rate: Represents the minimum delay between consecutive volleys from the weapon.For all primary weapons, both types of damage scale with item level by an exponential base of 1.13 (adds 13% of the current values when item level increases by 1).For asynchronous weapons, the discharge from 1 hardpoint is a volley.Volley size (and, by extension, synchronous weapon damage) increases above the displayed value by 50% for each additional hardpoint.Displayed damage is based on firing volleys from 2 hardpoints. For synchronous weapons, the weakest possible discharge from all primary weapon hardpoints is a volley.Energy Damage: The ability of a single volley to deplete shield hitpoints.Kinetic Damage: The ability of a single volley to deplete armor hitpoints.For hitscan weapons, this is the maximum distance at which the weapon is capable of dealing damage.For projectile weapons, this is the maximum travel distance of each shot.Range: The maximum distance at which the weapon can be fired for effect.Derived from energy damage, fire rate, and any applicable charge stats. Energy DPS: Represents the overall effectiveness of the weapon against shield hitpoints. ![]() Derived from kinetic damage, fire rate, and any applicable charge stats. Kinetic DPS: Represents the overall effectiveness of the weapon against armor hitpoints.See below for exponential bases which apply to these stats. Several stats of primary weapons scale exponentially with item level (including bonus levels from rarities and prefixes). ![]()
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