Express Shot: Difference between revisions

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{{Infobox item
{{Infobox item/auto|Express Shot| sound1 = Express Shot Ready.mp3 | sound2 = express shot sweetener 01.mp3}}
| item_name = Express Shot
| has_active1 =
| has_components = true
| has_components2 =
| has_iscomponentof =
| has_passive1 = true
| has_passive2 =
| item_stat1 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|BonusBulletSpeedPercent}} [[Bullet Velocity]]
| item_stat2 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|BonusFireRate}} [[Fire Rate]]
| passive1_cooldown = {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|AbilityCooldown}}s
| passive1_description = After not attacking for {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|AbilityCooldown}}s, your next attack will '''fire twice''' in quick succession with '''increased damage''' and velocity. This attack consumes extra ammo.
| passive1_stat1 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcBaseAttackDamagePercent}} Weapon Damage (Conditional)
| passive1_stat2 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcBaseAttackDamagePercentAltFire}} Secondary Fire Weapon Damage (Conditional)
| passive1_stat3 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcBulletVelocity}}% Bullet Velocity
| passive1_stat4 = {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|ProcAmmoConsumed}}% Extra Ammo Consumed
| has_iscomponentof2 =
| has_iscomponentof3 =
| component1_name = High-Velocity Rounds
| sound1 = Express Shot Ready.mp3
| sound2 = express shot sweetener 01.mp3
}}


'''Express Shot''' is a Tier {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|Tier}} {{#invoke:ItemData|get_type|{{#var:item_key_or_en}}}} [[Items|Item]] that provides increased [[Bullet Velocity]] and [[Fire Rate]]. Its passive effect causes your next attack after 3 seconds without attacking to fire twice in rapid succession, dealing bonus damage and using extra ammo.
{{ItemSummary|{{#var:item_key_or_en}}}}


It can be purchased from the [[The Curiosity Shop|Shop]] for {{Souls|{{#invoke:ItemData|get_cost|{{#var:item_key_or_en}}}}}}.
== Secondary Fire Bonus ==
 
The following weapons/abilities use the "Secondary Fire Weapon damage":
== Notable Interactions ==
Heroes with slow, heavy-hitting weapons can make good usage of Express Shot:
* {{HeroIcon|Paradox}}'s {{AbilityIcon|Kinetic Carbine}}
* {{HeroIcon|Shiv}}'s alternative fire
* {{HeroIcon|Shiv}}'s alternative fire
* {{HeroIcon|Viscous}}' alternative fire
* {{HeroIcon|Viscous}}' alternative fire
* {{HeroIcon|Yamato}}'s alternative fire
* {{HeroIcon|Yamato}}'s alternative fire
* {{HeroIcon|Paradox}}'s {{AbilityIcon|Kinetic Carbine}}
== Burst weapons ==
For weapons where single click launches a series of bullets Express Shot fires a full extra burst of bullets. The second burst is launched immediately with the first burst, thus the total duration of attack is almost the same.
The bonus damage is applied in the following way:
* 1st burst: only the first bullet gets {{DataProp|Express Shot|ProcBaseAttackDamagePercent}}% bonus damage. The rest use normal damage.
* 2nd burst: every bullet gets {{DataProp|Express Shot|ProcBaseAttackDamagePercent}}% bonus damage.
Visual representation of the resulting burst:
⬤ - ⬤ - ● - ⬤ - ● - ⬤ - ● - ⬤ - ...
== Damage per hero ==
The bonus damage of the proc depends on each hero's [[Bullet Damage]], on how many bullets or pellets a single attack fires, and on whether the weapon is a burst weapon. Following table shows damage values for every hero.
* ''Attack damage'' is the total damage of the doubled attack;
* ''Bonus damage'' is the portion added on top of a regular attack;
* ''DPS increase'' expresses that bonus as a share of the hero's [[Damage per second|DPS]];
{{#invoke:ExpressShot|write_proc_damage_table|Express Shot}}
Figures assume that every bullet and pellet connects at full damage, before any [[Boon]]s or item bonuses.
== Update history ==
== Update history ==
{{Main|Express Shot/Update history|l1=Update history}}
{{Update history}}
{{Update history}}


== Navigation ==
{{Item Navbox}}
{{Item Navbox}}