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Updated section about power increase. Tables now scale up to 19k souls (15 power increase). Normalized damage values to represent "what happens when you press the fire button once and hit all resulting bullets". Added alt fire mode details for Yamato, Viscous and Shiv (Yamato and Viscous damage growth has no multiplier in-game, may or may not be intended) |
→Power Increase Tables: reword |
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== Power Increase Tables == | == Power Increase Tables == | ||
Weapons with multiple projectiles (Spreadshot): | Weapons with multiple projectiles (Spreadshot): | ||
* {{HeroIcon|Abrams}}: 9 pellets, 4.68/pellet, +0.32/pellet | * {{HeroIcon|Abrams}}: 9 pellets, 4.68/pellet, +0.32/pellet | ||
* {{HeroIcon|Mo & Krill}}: 4 pellets, 3.6/pellet, +0.25/pellet | * {{HeroIcon|Mo & Krill}}: 4 pellets, 3.6/pellet, +0.25/pellet | ||
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Weapons with burst fire (Burst Fire): | Weapons with burst fire (Burst Fire): | ||
* {{HeroIcon|Lash}}: 3 rounds, 9/bullet, +0.71/bullet | * {{HeroIcon|Lash}}: 3 rounds, 9/bullet, +0.71/bullet | ||
* {{HeroIcon|Paradox}}: 5 rounds, 7.2/bullet, +0.42/bullet | * {{HeroIcon|Paradox}}: 5 rounds, 7.2/bullet, +0.42/bullet | ||
* {{HeroIcon|Seven}}: 3 rounds, 11.5/bullet, +0.6/bullet | * {{HeroIcon|Seven}}: 3 rounds, 11.5/bullet, +0.6/bullet | ||
Weapons with alt-fire: | |||
* {{HeroIcon|Shiv}}: 2 ammo consumed | |||
* {{HeroIcon|Viscous}}: 5 ammo consumed | |||
* {{HeroIcon|Yamato}}: 3 ammo consumed | |||
Spreadshot weapons will consume a single round in the magazine and fire all pellets at once centered around the crosshair position. Based on distance and spread, some pellets may miss the target. | Spreadshot weapons will consume a single round in the magazine and fire all pellets at once centered around the crosshair position. Based on distance and spread, some pellets may miss the target. | ||
Burst Fire weapons will try to consume as many magazine rounds as there are in a single burst and will fire one bullet at the crosshair position per round consumed, applying recoil and waiting for a short delay before shooting the next bullet. If there | Burst Fire weapons will try to consume as many magazine rounds as there are in a single burst and will fire one bullet at the crosshair position per round consumed, applying recoil and waiting for a short delay before shooting the next bullet. If there are not enough rounds in the magazine, the burst will end prematurely. Actions such as dashing and using a melee attack will pause a burst but not cancel it (same mechanic as pausing weapon reloads). | ||
Alt-firing may consume extra rounds to execute an alternative shot with upgraded properties by pressing the alt fire button (normally used to look down sight). | |||
{| class="wikitable sortable mw-collapsible mw-collapsed" | {| class="wikitable sortable mw-collapsible mw-collapsed" | ||