![]() ![]() The Recycle Gland mutation doesn't work with these weapons, but Shotgun Shoulders does. Fire doesn't damage the player and can't destroy enemy projectiles. That chance is 1/(25 + amount of flames), which means that it gets smaller with each fire particle that hits the enemy at the same time. The burning enemy can be damaged by fire again only after the hit animation stops, but there's a small chance for another burn to trigger and ignore the animation. They will also change into fire after traveling for some distance without hitting anything.Ī single fire particle can hit the target multiple times after touching it, creating a burn effect that does 2 damage per hit animation, up to 6 damage. Flame Pellets turn into fire on contact with a wall and don't bounce off. They do slightly more impact damage from up close (for two frames after leaving the weapon that damage value will be in brackets). Hitting a target with multiple Flame Pellets will deal all impact damage first and then deal fire damage. ![]() Flame Pellets turn into fire particles on contact with the target, dealing impact damage and then fire damage. It's automatic, has a higher fire rate than the Assault Rifle, and uses less ammo to fire a single burst.įlame Pop bullet weapons use bullet ammo, but fire Flame Pellets. Similar to the Assault Rifle, but shoots shotgun pellets instead of bullets. For the spread angle with the Eagle Eyes mutation, multiply by 0.3 (Triple Machinegun would have an offset of 0.9° and a fixed offset of 4.5°). Some weapons have a "Fixed" spread offset in addition to the randomized one, such as Triple Machinegun's 15°. Spread angle - The randomized directional offset that a weapon fires projectiles with. Lower reload time means higher rate of fire. has passively reduced reload time for all weapons. Reload time can be reduced by mutations like Stress or Trigger Fingers. Melee weapons have delay between each swing. Automatic weapons reload automatically but still have a delay between shots. ![]() Burst weapons have a delay between each burst. ![]() During this period of time, the weapon is unable to fire/swing. Reload time/swing delay - The delay a weapon has between each click listed in seconds. burst/automatic - one click = weapon fires multiple times, but you can also hold down the button and the weapon will continue to fire out in bursts.automatic - you can hold down the button and the weapon will continue to fire.burst - one click = weapon fires multiple times, then stops.single shot - one click = weapon fires once.Melee Energy Weapons affected by the Laser Brain mutation can hit the target twice with one swing. Melee swing projectiles can't damage enemies that are in their hit animations, meaning they can hit the target only once. For example, a Big Explosion can deal 5 damage per hit and can cause the target to have two hit animations, which means it can do a max of 10 damage, which is listed as 5-10.īig and small explosions, blood explosions, fire, discs, lasers, lightning, plasma projectiles, and plasma explosions deal damage over time, but the mechanic for each is different and is explained below. In most cases, the target can take the minimum value of damage multiple times per its hit animation. If the damage value has a colored minimum-maximum value, it can do damage over time. Automatic weapons are also judged by this, meaning their damage value is just for a single shot, not sustained fire. The tables below feature regular Weapon Chest and Large Weapon Chest drops only (the middle number) without entering Crown Vaults and the Sewers Secret Area, no enemy drops, no Cursed Chest drops, and without using Robot's passive.Īlso check the Weapon Chest drops table at the bottom of this page.ĭamage per shot/swing - This is calculated under the assumption that you are clicking once. Robot's passive reduces the number by one (5-2, 5-1, and 3-3). If a weapon is meant to drop on difficulty 11, that would mean the weapon drops in area 5-3 from enemies, 5-2 from Weapon Chests, and 4-1 from Cursed Chests. Entering a Crown Vault or the Sewers Secret Area counts as entering a portal and increases the difficulty by one each time you exit them, so you get better weapons sooner, but there are more enemies. Difficulty is the number of portals you have entered it determines the amount of enemies spawning in the area. Weapon drops are calculated by the difficulty number. Weapon Chest drop - Weapons are obtainable from Weapon Chests in the area listed and all areas after. ![]()
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