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| <div style="float:right; clear:right; width:300px; margin:0 0 1em 1em;">
| | {{Infobox item/auto|Express Shot| sound1 = Express Shot Ready.mp3 | sound2 = express shot sweetener 01.mp3}} |
| <tabber>
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| Default=
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| {{Infobox item | |
| | item_name = Express Shot | |
| | item_stat1 = +{{ItemData|{{#var:item_key_or_en}}|BonusBulletSpeedPercent}} [[Bullet Velocity]]
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| | item_stat2 = +{{ItemData|{{#var:item_key_or_en}}|BonusFireRate}} [[Fire Rate]]
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| | passive1_cooldown = {{ItemData|{{#var:item_key_or_en}}|AbilityCooldown}}s
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| | passive1_description = {{#invoke:Lang|get_string|upgrade_express_shot_desc}}
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| | passive1_stat1 = +{{ItemData|{{#var:item_key_or_en}}|ProcBaseAttackDamagePercent}} [[Weapon Damage]] (Conditional)
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| | passive1_stat2 = +{{ItemData|{{#var:item_key_or_en}}|ProcBaseAttackDamagePercentAltFire}} Secondary Fire [[Weapon Damage]] (Conditional)
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| | passive1_stat3 = +{{ItemData|{{#var:item_key_or_en}}|ProcBulletVelocity}}% [[Bullet Velocity]]
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| | passive1_stat4 = {{ItemData|{{#var:item_key_or_en}}|ProcAmmoConsumed}}% Extra [[Ammo]] Consumed
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| | component1_name = High-Velocity Rounds
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| | sound1 = Express Shot Ready.mp3 | |
| | sound2 = express shot sweetener 01.mp3 | |
| }} | |
| |-|
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| Enhanced=
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| {{Infobox item
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| | enhanced = true
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| | item_name = Express Shot
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| | item_stat1 = {{Enhanced/Upgrades|{{#var:item_key_or_en}}|BonusBulletSpeedPercent|prefix=+|suffix=|noicon=true}} [[Bullet Velocity]]
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| | item_stat2 = {{Enhanced/Upgrades|{{#var:item_key_or_en}}|BonusFireRate|prefix=+|suffix=|noicon=true}} [[Fire Rate]]
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| | passive1_cooldown = {{Enhanced/Upgrades|{{#var:item_key_or_en}}|AbilityCooldown|prefix=|suffix=s|noicon=true}}
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| | passive1_description = {{#invoke:Lang|get_string|upgrade_express_shot_desc}}
| |
| | passive1_stat1 = {{Enhanced/Upgrades|{{#var:item_key_or_en}}|ProcBaseAttackDamagePercent|prefix=+|suffix=|noicon=true}} [[Weapon Damage]] (Conditional)
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| | passive1_stat2 = {{Enhanced/Upgrades|{{#var:item_key_or_en}}|ProcBaseAttackDamagePercentAltFire|prefix=+|suffix=|noicon=true}} Secondary Fire [[Weapon Damage]] (Conditional)
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| | passive1_stat3 = {{Enhanced/Upgrades|{{#var:item_key_or_en}}|ProcBulletVelocity|prefix=+|suffix=|noicon=true}}% [[Bullet Velocity]]
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| | passive1_stat4 = {{Enhanced/Upgrades|{{#var:item_key_or_en}}|ProcAmmoConsumed|prefix=|suffix=|noicon=true}}% Extra [[Ammo]] Consumed
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| | component1_name = High-Velocity Rounds
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| | sound1 = Express Shot Ready.mp3
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| | sound2 = express shot sweetener 01.mp3
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| }}
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| </tabber>
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| </div>
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| '''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 to fire twice in rapid succession, dealing bonus damage and using extra ammo.
| | {{ItemSummary|{{#var:item_key_or_en}}}} |
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| 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:
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| * {{HeroIcon|Paradox}}'s {{AbilityIcon|Kinetic Carbine}}
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| * {{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. |
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| == Update history == | | == Update history == |
| {{Update history}} | | {{Update history}} |
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| | == Navigation == |
| {{Item Navbox}} | | {{Item Navbox}} |