Weapon Perks & Traits
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|<center>[[Chain]]</center> || <center>This weapon will recursively attack additional targets within 2 radius range</center> | |<center>[[Chain]]</center> || <center>This weapon will recursively attack additional targets within 2 radius range</center> | ||
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− | |<center>[[ | + | |<center>[[Graviton (Weapon Trait)]]</center> || <center>Knockback direction caused by this weapon will be reversed</center> |
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− | |<center>[[Unstable | + | |<center>[[Unstable Graviton]]</center> || <center>Knockback direction caused by this weapon will be random</center> |
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|<center>[[Nature's Peace]]</center> || <center>Prevents victims from being able to be resurrected</center> | |<center>[[Nature's Peace]]</center> || <center>Prevents victims from being able to be resurrected</center> | ||
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|<center>[[Decreased DR]]</center> || <center>The damage resistance of the target is decreased by 60% </center> | |<center>[[Decreased DR]]</center> || <center>The damage resistance of the target is decreased by 60% </center> | ||
+ | |- | ||
+ | |<center>[[Decreased DT]]</center> || <center>The damage threshold of the target is decreased by 60%. </center> | ||
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|<center>[[Reliable]]</center> || <center>This weapon is reliable.Weapon jams and misfires are 25% less likely </center> | |<center>[[Reliable]]</center> || <center>This weapon is reliable.Weapon jams and misfires are 25% less likely </center> | ||
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|<center>[[Fragile]]</center> || <center>This weapon is fragile. It deteriorates 25% faster. </center> | |<center>[[Fragile]]</center> || <center>This weapon is fragile. It deteriorates 25% faster. </center> | ||
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− | |<center>[[ | + | |<center>[[Critical Strike]]</center> || <center>Torso shots with this weapon use aimed Critical chances. </center> |
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+ | |<center>[[Single Action]]</center> || <center>After each firing of the weapon, manual action is required to ready the weapon again. </center> | ||
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+ | |<center>[[Accurate Bursts]]</center> || <center>When perfoming targeted bursts with this weapon, only the target will be hit with the bullets. </center> | ||
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+ | |<center>[[Field Inhibitorr]]</center> || <center>Damage scales based on distance reaching max damage at 33% range. </center> | ||
+ | |- | ||
+ | |<center>[[Locked Gauntlet]]</center> || <center>The weapon is glued to you! Don't have to worry about dropping it. </center> | ||
+ | |- | ||
+ | |<center>[[EMP]]</center> || <center>This weapon has the ability to disturb electronic equipment. </center> | ||
+ | |- | ||
+ | |<center>[[Artillery]]</center> || <center>This weapon can fire over walls and buildings but cannot be at or from indoors. </center> | ||
+ | |- | ||
+ | |<center>[[Penetrator]]</center> || <center>The weapon is capable of shooting through walls; no safe rooms anywhere! </center> | ||
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Latest revision as of 10:08, 24 March 2016
List of Weapon Traits or list of Weapon Perks
[edit] Weapon Traits
Weapon traits are effects, positive or negative, that are Inherited by the weapon. Almost all weapons have weapon traits except tier 1 weapons. They cannot be changed or removed.
Here are a list of Weapon Traits -
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[edit] Weapon Perks
All weapons have 5 perks that unlock when you are proficient enough with the corresponding weapon skill. Small Guns, Big Guns, Energy Weapons and Hand-to-Hand Combat weapons unlock new perks at skill levels 150, 175, 200, 225 and 250. Throwing weapons, Sneak weapons and items such as First aid kits and Doctor bags unlock perks at skill levels 100, 125, 150, 175 and 200. To see a list of perks for Kits or bags, go to Item Perks & Traits.
Different weapons and items unlock different perks. Here's the list of perks that can be unlocked:
Weapon Perk | Effect |
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Faster Reload | With each rank you reload weapons 10% faster than normal. |
Bonus Damage | 5% more damage. |
KnockBack | 20% chance to knock back. |
Suppression | Each bullet has a +3% chance to suppress all targets within burst range even if it doesn't hit. |
Accurate | +30% hit chance. |
Bonus Ranged Damage | +2 damage per bullet. |
Hit the Gaps | -10 to DR% and DT. |
Ignore Armor Class | Ignores 10 armor class. |
More Criticals | +2% base critical chance. |
Better Criticals | +1 to critical power. Doesn't affect the chance to cause criticals. |
More Bleed | +30% chance to cause bleed. |
Better Bleed | +20% bleed strength. |
Reliable | Weapon jams and misfires are 25% less likely. |
Knockout Strike | 10% more likely to cause knockouts. |
Better Knockouts | +0.6s knockout duration. |
Slower Deterioration | Condition reduces 25% slower. |
Blinding Strike | 10% more likely to cause eye damage. |
Crippling Strike | 10% more likely to cripple arms or legs. |
Piercing Strike | 10% more likely to cause armor bypass. Also, bypass is stronger by 15% if one is caused. |
Finisher | If target is suffering from temporary effects (suppression, disoriented, winded, KO) this perk increases the critical damage multiplier if the target fails a roll against intelligence and luck. |
More Spread | Increases weapon spread by 2. |
Less Spread | Reduces weapon spread by 2. |
Better One-Hex | Increases one-hex damage by 5. This makes bursting at close range more devastating to individual targets. |
Bonus Rate of Fire | -5% to action point cost to use weapon. |
Silent Death | Attacking from behind while sneaking with this weapon causes double damage. |
More Area of Effect | Increase area effect by 1 radius |
Deep Wounds | +35% Bleed coefficient on Critical hit |
Hemorrhage | +20% Bleed Coefficient |
More Dakka | 20% more bullets in a burst |
Slaughter Shot | 20% more Critical Damage. |
Quick Scope | 33% less AP required for Aimed Shots. |