Corlist's "Summary: special properties of weapons"
Oct 20, 2016 13:12:28 GMT
Darth Dennis, DistigousForest, and 2 more like this
Post by Alfonsedode on Oct 20, 2016 13:12:28 GMT
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.
--------------------
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.
--------------------------------------------------
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
--------------------------------------------------
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
--------------------------------------------------
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
--------------------------------------------------
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
--------------------------------------------------
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.
For all weapon damage and DPS numbers: see Cyonan's sheets.
--------------------
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.
--------------------------------------------------
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
--------------------------------------------------
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
--------------------------------------------------
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
--------------------------------------------------
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
--------------------------------------------------
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.