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Summary: special properties of weapons


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#1
corlist

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While most people already know 90% of these stuff, it is still useful for newbies and can serve as a central point of reference to all weapon testing posts all over the place.

For all weapon damage and DPS numbers: see Cyonan's sheets.

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Glossary of terms
Regenerating weapon: (#s regen delay)
This weapon does not have spare ammo and cannot benefit from such mods, abilities or gear.
After the #s regeneration delay, the weapon will begin to regenerate 33% of its max magazine capacity a second.
If the weapon overheats, there is an 4 second delay (technically a cancellable 4-second reload animation) before regeneration starts.

Projectile weapon
This weapon ignores armour damage reduction.
This weapon cannot penetrate cover or enemies.
As a result, certain mods (high-velocity barrel, piercing mods, shredder) have no effect.
This weapon ignores enemy shield gate (except for Krysae).
This weapon cannot score headshots unless otherwise stated.

Defence multipliers (#% armour, #% shields, #% barriers)
Does #% to specific defense types, 100% by default when not listed. Defence multipliers do not affect ammo damage.

Extended headshot multiplier: (#x)
Does #x damage on a headshot. 2.5x by default when not listed. Extended headshot multipliers is not applied on boss headshots and instead a default value of 1.4x is always used.

Native penetration: (#m)
The weapon is able to penetrate #m of cover or targets without AP ammo or mods equipped.
If a shot damages an enemy after penetration, no damage penalty is applied even with AP mods or ammo.

Burst weapon: (X shots with Ys refire delay.)
The weapon will fire up to X shots in a single trigger. The weapon cannot fire, reload or be changed for the Ys after the end of a burst. Abilities which increase rate of fire have no effect on refire delay.

Geth weapon
This weapon counts as a geth weapon for the purpose of Networked AI geth weapon bonus passives.

(#x ramp up multiplier) (condition)
This weapon’s base damage increases by #x. Essentially, the weapon’s base damage increases and it also affects ammo damage. Weapons with a variable ramp up condition will always do full ammo damage instead.

(#x) ammo consumption (condition)
This weapon will use #x more ammo per shot based on the listed condition. If there is no condition listed, ammo consumption applies at all times.

Variable RoF: (caps at # RPM) (condition)
The weapon will slowly gain RoF as fire is sustained. After the duration listed in the ramp up delay, the RoF cap is reached at # RPM.

Minimum refire: (#s)
After each shot, the weapon will not be able to fire, reload or be changed for #s. Abilities which increase rate of fire have no effect on the minimum refire time.

Collector/Prothean weapon
Counts as a Collector or Prothean weapon for the Vengeful Ancient Collector or Prothean weapon passives.

Homing
Shots automatically seek targets which are targeted and close to the crosshairs.

(#%) unscoped damage multiplier
Only applies to sniper rifles. If this weapon is shot without looking through the scope, only #% damage will be dealt.

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Heavy Pistols

Predator
None

Phalanx
None

Arc Pistol
3x ramp up multiplier
Charge table
1 shot at 1x damage (0s - 0.39s)
1 shot at 3x damage (0.4s - 0.67s)
2 shots at 3x damage (0.68s - 0.99s)
3 shots at 3x damage (1s+)

Carnifex
None

Acolyte
Projectile weapon
Defence multipliers: 500% shields, 500% barriers
Takes approximately 1s charge to fire

Suppressor
Extended headshot multiplier: 4.0x

Executioner
Native penetration: 0.5m

Paladin
None

Scorpion
Projectile weapon
Detonates instantly when fired near enemy feet
Only applies ammo damage when the explosive sticks on enemy

Talon
Defence multipliers: 150% shields, 150% barriers
Fires 6 pellets

Eagle
None

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Sub-machine guns

Shuriken
Burst weapon: 6 shots with 0.5s refire delay

Tempest
None

Locust
Extended headshot multiplier: 3.0x

Hornet
Burst weapon: 3 shots with 0.15s refire delay

Geth Plasma SMG
Geth weapon
2.5x ramp up multiplier (after ramp up delay)
2x ammo consumption on damage ramp up
Variable RoF: caps at 720 RPM (after ramp up delay)
Ramp up delay: ~0.7s

Blood Pack Punisher
Fires a special AP shot on every 8th continuous shot fired
5x ramp up multiplier (on AP shots only)
Defence multipliers (AP shot only): 250% armour

Collector SMG
Collector/Prothean weapon
Defence multipliers: 150% armour
Regenerating weapon: 0s regen delay
2x ammo consumption at unknown intervals; total shots fired remain consistent
Does not work with the SMG heat sink mod

Hurricane
2x ammo consumption

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Assault Rifles

Avenger
None

Phaeston
None

Vindicator
Burst weapon: 3 shots with 0.25s refire delay

Mattock
None

Geth Pulse Rifle
Geth weapon
Extended headshot multiplier: 3.0x

Falcon
Projectile weapon
Minimum refire: 0.65s (Has no effect; unreachable even with 50% rof bonus)

Revenant
None

Argus
Burst weapon: 3 shots with 0.65s refire delay

Striker
Projectile weapon
Variable RoF: caps at 300 RPM (after ramp up delay)
Ramp up delay: ~0.83s
Does not break tactical cloak when activated after ramp up

Collector Assault Rifle
Collector/Prothean weapon

Adas Anti-Synthetic Rifle
Projectile weapon
Defence multipliers: 200% shields, 200% barriers
Minimum refire: 0.75s (Does not actually work; fires one shot every 0.48s normally)
Homing
Does not break tactical cloak when activated after ramp up

Lancer
Regenerating weapon: 1s regen delay

Geth Spitfire
Geth Weapon
Defence multipliers: 175% shields, 175% barriers
Variable RoF: caps at 800 600 RPM (after ramp up delay)
Ramp up delay: ~0.5s

Saber
Minimum refire: 0.75s (Does not actually work; 50% marksman RoF fired a shot every 0.5s)

Particle Rifle
Collector/Prothean weapon
4.0x ramp up multiplier (after ramp up delay)
2x ammo consumption on damage ramp up
Regenerating weapon: 1s regen delay
Ramp up delay: 2s

Cerberus Harrier
Has more recoil in cover rather than out of cover

N7 Typhoon
Defence multipliers: 150% armour, 150% shields, 150% barriers
1.5x ramp up multiplier (after ramp up delay)
2x ammo consumption on damage ramp up
Variable RoF: caps at 600 RPM (after ramp up delay)
Ramp up delay (RoF): ~0.75s
Ramp up delay (Damage): ~0.65s
Native penetration: 0.25m

Valkyrie
Burst weapon: 2 shots with 0.25s refire delay
Extended headshot multiplier: 3.0x

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Sniper Rifles
Mantis
35% unscoped damage multiplier

Viper
85% unscoped damage multiplier

Raptor
85% unscoped damage multiplier
Minimum refire: 0.15s (Caps its base 550 RPM to 400 RPM)

Incisor
50% unscoped damage multiplier
Burst weapon: 3 shots with 0.25s refire delay

Widow
50% unscoped damage multiplier
Native penetration: 0.5m

Kishock Harpoon Gun
Projectile weapon
Extended headshot multiplier: 3.0x
1.0x to 1.75x ramp up multiplier (after ramp up delay, variable)
Ramp up delay: 1.5s
Can hit guardians through shield
Damage split 60:40 between impact and DoT
DoT is delivered over a duration of 5s
Additive weapon bonuses (barrel, passives, rail amps) do not boost the DoT portion

Krysae Sniper Rifle
Defence multipliers: 150% armour
Projectile weapon (but does not ignore shield gate)
75% unscoped damage multiplier

Collector Sniper Rifle
Collector/Prothean weapon
75% unscoped damage multiplier
Regenerating weapon: 1s regen delay
2x ammo consumption (from 5th uninterrupted shot onwards. 50% RoF Marksman increases this to 6.)

Indra
50% unscoped damage multiplier

Black Widow
50% unscoped damage multiplier
Native penetration: 0.25m

Javelin
Geth weapon
Has a 0.25s delay before firing
50% unscoped damage multiplier
Native penetration: 1m
Scope highlights targets through solid object or smoke. Only targets which can be hit based on the penetration stacked is highlighted.

Valiant
50% unscoped damage multiplier

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All shotguns fires 8 pellets unless otherwise stated

Katana
None

Eviscerator
None

Scimitar
None

Disciple
Shots inflicts force on target

Graal Spike Thrower & here
Fires 6 spikes
Projectile weapon
Extended headshot multiplier: 3.0x
2x ramp up multiplier (after ramp up delay)
Ramp up delay: ~0.8s

Geth Plasma Shotgun
Fires 3 plasma balls
Geth weapon
Projectile weapon
0.45x to 1x ramp up multiplier (after ramp up delay, variable)
Ramp up delay: ~2s
2x ammo consumption after ~1s of charge
2nd and 3rd plasma ball hitting the same target will only inflict 30% damage
Ammo damage only applies to the first plasma ball hitting the target
Homing

Claymore
It's the best gun in the game

Reegar Carbine
Defence multipliers: 50% armour, 200% shields, 200% barriers
Has a 0.25s delay before firing
Shots misses targets randomly due to unknown factors
2x ammo consumption after ? shots/seconds

Piranha
None

AT-12 Raider
None

Wraith
None

Venom
Fires 1 grenade
Projectile weapon
1.25x ramp up multiplier (after ramp up delay)
Splits into 3 grenades after ramp up (damage split evenly between the 3)

Crusader
Fires 1 heavy slug
Native penetration: 0.5m
Shots will hit the point aimed 0.2s ago. In other words, it takes 0.2s for the crusader to "line up" accurately to wherever you are aiming at currently.


Modifié par corlist, 20 avril 2014 - 03:14 .

  • peddroelm aime ceci

#2
FasterThanFTL

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Bookmarked

#3
FasterThanFTL

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Executioner penetration is 0.05m not 0.5m

#4
corlist

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FasterThanFTL wrote...

Executioner penetration is 0.05m not 0.5m


5cm penetration? It might not even be enough to shoot through clothes.

#5
UnknownMercenary

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Stuff like this needs to be stickied, or at least compiled into a FAQ that gets a sticky.

#6
RoundedPlanet88

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UnknownMercenary wrote...

Stuff like this needs to be stickied, or at least compiled into a FAQ that gets a sticky.

Isn`t Cyonan`s data stickied somewhere? and peddro`s too for that matter.

#7
OneTrueShot

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I believe the Arc Pistol has a bonus headshot modifier, I just can't remember what.

#8
FasterThanFTL

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corlist wrote...

FasterThanFTL wrote...

Executioner penetration is 0.05m not 0.5m


5cm penetration? It might not even be enough to shoot through clothes.


WOW, same as widow and crusader, time to equip a different mod on the executioner.

Modifié par FasterThanFTL, 04 mars 2013 - 03:05 .


#9
corlist

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FasterThanFTL wrote...

WOW, same as widow and crusader, time to equip a different mod on the executioner.


I suggest that you look at cyonan's sheets or have provide some evidence before I can accept penetraion values to be 2.5 cm (or about 1 inch), 5 cm (about 2 inches) and 10 cm (about 4 inches) respectively.

#10
FasterThanFTL

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corlist wrote...

FasterThanFTL wrote...

WOW, same as widow and crusader, time to equip a different mod on the executioner.


I suggest that you look at cyonan's sheets or have provide some evidence before I can accept penetraion values to be 2.5 cm (or about 1 inch), 5 cm (about 2 inches) and 10 cm (about 4 inches) respectively.


I was wrong, I did not realise executioners penetration was that high. I always thought it was only just enough to go through Guardian shields. That is about 5cm.

#11
Mr_Happy

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A great writeup corlist. That will save me a lot of searching the forums for specific weapon properties.

+1 Internets to you, sir.