\nA weapon that fires wavy shots will fire shots that have an increasing amplitude as the projectile travels farther away from the player. The presence of wavy shots is *not* shown in-game.\n\n####Parametric Shots \nA weapon with parametric shots will fire in a fixed figure-eight pattern. The projectile will traverse the entire figure eight before disappearing, regardless of the actual projectile's lifetime value. A parametric projectile's **magnitude** determines the size of the figure-eight pattern it travels in. The presence of parametric shots is *not* shown in-game.\n\n####Projectile Amount\nAll weapons will fire at least one projectile for each use; many weapons offer the ability to fire multiple projectiles per use. High tiered [bows](\/wiki\/bows) will fire three projectiles per use. Weapons that fire multiple shots can potentially do more damage than equivalent single-shot weapons, but at the cost of enemy defense affecting the weapons by a factor of how many shots are fired per use. The amount of projectiles fired per use *is* shown in-game.\n\n####Arc Gap\nA weapon's arc gap is the radial distance (in degrees) at which each projectile is spaced apart. If this value is set to 0, every shot fired by the weapon will fly directly toward the point of aim. High tiered bows have an arc gap of 8 degrees, meaning that each of the three projectiles are spread 8 degrees apart. A wider arc gap allows for a wider area of which enemies will be hit by projectiles, but the true range (the farthest one can stand from an enemy while still landing every shot per use) is also reduced. The aforementioned bows have a range of 7.04 tiles, but the spread of the shots reduces their true range to 3.56 tiles. A weapon's arc gap is *not* shown in-game.\n\n#####Relationship Between Amplitude and Shot Count\nFor any weapon that has an amplitude and an odd number of shots fired per use, each shot will alternate between firing a projectile with a positive (left-right) and negative (right-left) sine wave pattern. If a weapon with amplitude fires an even amount of shots (tiered staves), then there is *no* alternation and each shot will always have a consistent sine wave pattern.\n\nThe relationship between shot count and amplitude causes an anomaly with certain amplitude-using weapons or abilities that have an even number of projectiles fired per use (such as the [Nectar Crossfire](\/wiki\/nectar-crossfire)). The shot pattern of these weapons will change whenever an odd number of projectiles are fired in between the use of the affected weapons or abilities (by use of another weapon or ability). This affects *any* weapon with an even amount of shots and amplitude. However, it is not noticable if said weapon does not possess an arc gap.\n\n####Rate of Fire\nMany weapons have a rate of fire modifier that cause them to fire faster or slower than tiered weapons depending on what the modifier is set to. The rate of fire modifier is typically shown as a percentage (normal tiered weapons have a 100% rate of fire). The rate of fire modifier is *only* shown in-game with the presence of weapons that have differing rates of fire, or if the player has a weapon equipped with a rate of fire modifier that isn't 100%.\nExamples:\n\n- The [Doom Bow](\/wiki\/doom-bow) has a slow rate of fire (33% modifier).\n- The [Thousand Shot](\/wiki\/thousand-shot) has a high rate of fire (200% modifier).\n\n####Weapon Damage\nWeapon damage is typically listed in-game as a minimum and maximum value. For example, the [Archon Sword](\/wiki\/archon-sword) has a minimum damage value of 210 and a maximum damage value of 255. The highest damage number is never rolled on any weapon, and thus the maximum damage value is one less than the number shown in-game. This said, the average damage of each weapon is one-half less than the average of the min-max values would indicate. The numbers shown in-game are *before* the [attack stat modifier](\/wiki\/character-stats) comes into play, and are thus only truly accurate for a character that has 25 ATT.\n\n####Multihit Projectiles \nA weapon with this attribute will fire projectiles that pierce through every enemy that they happen to hit within their lifetime. There is no limit as to how many enemies can be hit by a single piercing projectile. [Bows](\/wiki\/bows), [katanas](\/wiki\/katanas), and [wands](\/wiki\/wands) typically have piercing projectiles, while [daggers](\/wiki\/daggers), staves, and swords typically do not. Any weapons capable of piercing enemies have the words \"**Shots hit multiple targets**\" in their tooltip.\n\n####Armor Piercing Projectiles \nA weapon with this attribute will fire projectiles that do the same amount of damage to any enemy, regardless of the amount of defense the enemy possesses. No weapon type typically possesses this attribute, but all weapon types except bows and katanas have at least one weapon capable of armor piercing. Any weapon capable of armor piercing will have \"**Ignores defense of target**\" in their tooltip. [Oryx's Greatsword](\/wiki\/oryx-s-greatsword) is an example of an armor-piercing weapon.\n\n####Projectiles That Ignore Obstacles \nA weapon with this attribute will fire projectiles that are unaffected by certain obstacles that would block other shots. No weapon type typically possesses this attribute. Any weapon capable of this will have \"**Shots pass through obstacles**\" in their tooltip. The [Wand of the Bulwark](\/wiki\/wand-of-the-bulwark) is an example of a weapon that is capable of firing through these obstacles.\n\n####Stat Bonuses\nMost weapons do not provide stat bonuses on their own. However, there are a few exceptions:\n\n- The [Staff of Esben](\/wiki\/staff-of-esben) provides the wearer with a bonus of 3 Speed.\n- The aforementioned Indomptable provides a penalty of 10 Defense when worn.\n- The aforementioned Thousand Shot provides a bonus of 30 MP but a penalty of 5 Speed.\n\n####Tiers\nTypical weapons for each type are divided into tiers. Weapons of higher tier are typically more powerful than the weapons of the lower tiers. Weapons that have unusual attributes are designated as \"[untiered](\/wiki\/untiered-drops)\" (UT). Weapons that belong to a [special themed set](\/wiki\/special-themed-sets) are designated \"ST\". Weapons with UT or ST designations may or may not be more practical than a tiered weapon of the same type depending on the situation and the user's preference.","This is a page explaining each attribute of a given [weapon](\/wiki\/weapons). These attributes are listed in the order of which they appear on the weapon editor in Pfiffel's DPS tool. Many of these attributes may also apply to [abilities](\/wiki\/ability-items) as well.\n\n####Projectile Speed\nProjectile speed is the speed at which projectiles travel in a straight line away from the player. Projectile speed is typically given as tiles per second (**t\/s**). If projectile speed is set to 0, then the projectile will remain stationary for its lifetime (see [Void Blade](\/wiki\/void-blade)). Projectile speed is *not* shown in-game.\nExamples:\n\n- [Tezcacoatl's Tail](\/wiki\/tezcacoatl-s-tail) has a very high projectile speed (**22.5 t\/s**).\n- The [Lumiaire](\/wiki\/lumiaire) has a very low (but *above zero*) projectile speed (**5 t\/s**).\n\n####Projectile Lifetime\nProjectile lifetime is the amount of time (measured in milliseconds or seconds) that the projectile remains in existence. When a projectile is created, it travels at its designated speed until it has reached the end of its lifetime. Weapons with fast projectiles tend to have short projectile lifetimes, and vice versa. Projectile lifetime is not shown in-game.\nExamples:\n\n- The [Symbiotic Ripper](\/wiki\/symbiotic-ripper) has a long-lasting projectile (**747 ms**).\n- The [Etherite Dagger](\/wiki\/etherite-dagger) has a very short-lived projectile (**240 ms**).\n\n####Weapon Range\nRange is the maximum distance (typically measured in tiles) that projectiles can travel. A weapon's projectile speed and lifetime are both used to determine exact projectile range.\n
\nProjectile Speed (in t\/s) * Projectile Lifetime (in seconds) = Range (in tiles)<\/code>\n<\/pre>\nFor example, a tiered [sword](\/wiki\/swords) has a projectile speed of 10 t\/s and a projectile lifetime of 350 ms. If we combine those measurements using the above formula, we get this:\n\n10 t\/s * .35 seconds = r<\/code>\nr = 3.5 tiles<\/code>\n<\/pre>\nUnlike projectile speed and lifetime, a weapon's range *is* shown in-game, rounded to two decimal places.\n\n####Projectile Amplitude\nA projectile's amplitude is the existence of a sine wave pattern in each projectile. If this value is set to 0, the projectiles will fly straight and true. If the value is set to any number above zero, the shots will adopt a sine wave pattern. The width of the sine wave is double the value of Amplitude. Amplitude will not affect the forward speed of a projectile, and thus will not affect a weapon's range lengthwise. However, high amplitudes may affect a weapon's ability to land all shots at certain points within their range (the [Staff of Esben](\/wiki\/staff-of-esben) and [Colossus Sword](\/wiki\/sword-of-the-colossus) are notable examples). Projectile amplitude (or the presence thereof) is *not* shown in-game.\n\nTiered [staves](\/wiki\/staves) are well known for having sine-wave pattern shots; the amplitude value on these weapons is set to 0.5 tiles, meaning that the staff shots cover a width of one tile.\n\n####Projectile Frequency (of Amplitude)\nA projectile's frequency is the amount of times a projectile is allowed to complete a full sine wave. A projectile will *always* complete *f* sine waves before disappearing (*f* being the amount of cycles that frequency is set to), regardless of weapon range. For instance, any weapon with a frequency value of 1 cycle (such as the [Doku no Ken](\/wiki\/doku-no-ken)) will have projectiles that form the path of a complete sine wave before disappearing. The value of this attribute is irrelevant if amplitude is set to 0. Projectile frequency is *not* shown in-game.\n\n####Wavy Shots \nA weapon that fires wavy shots will fire shots that have an increasing amplitude as the projectile travels farther away from the player. The projectiles have a fixed frequency of ~2.75 cycles, and the increasing amplitude peaks at ~0.4 tiles. The presence of wavy shots is *not* shown in-game. The [Leaf Bow](\/wiki\/leaf-bow) is an example of a weapon that fires wavy projectiles.\n\n####Parametric Shots \nA weapon with parametric shots will fire in a fixed figure-eight pattern. The projectile will traverse the entire figure eight before disappearing, regardless of the actual projectile's lifetime value. Any item with this attribute will have the words \"**Shots are parametric**\" in its description. The [Wand of the Bulwark](\/wiki\/wand-of-the-bulwark) is an example of a weapon that fires parametric projectiles. \n\n####Magnitude (of Parametric Shots)\nA parametric projectile's **magnitude** determines the size of the figure-eight pattern it travels in. The value that magnitude is set to determines the range at which parametric shots will reach their \"peak\" before returning to center. If a magnitude value is not explicitly defined, the default value is 3 tiles. Projectile magnitude is *not* shown in-game. The [Recurring Terror Spell](\/wiki\/recurring-terror-spell) is the only parametric shot firing equip that has an explicitly defined magnitude (2 tiles).\n\n####Boomerang Projectiles \nA weapon with this attribute will fire projectiles that, after being fired forward, return to their point of origin before disappearing. Since the projectile speed and lifetime are retained, this attribute effectively halves the range of the projectiles (a weapon with a 10 t\/s projectile and a lifetime of 700 ms would have a range of 3.5 tiles with boomerang projectiles). Any equip that has this attribute will have the words \"**Shots boomerang**\" in its description.\n\n####Projectile Amount\nAll weapons will fire at least one projectile for each use; many weapons offer the ability to fire multiple projectiles per use. High tiered [bows](\/wiki\/bows) will fire three projectiles per use. Weapons that fire multiple shots can potentially do more damage than equivalent single-shot weapons, but at the cost of enemy defense affecting the weapons by a factor of how many shots are fired per use. The amount of projectiles fired per use *is* shown in-game.\n\nOne important fact to keep in mind is that each individual shot fired is counted and weapons that fire multiple shots will increase your character's lifetime shot count by a factor of how many shots the weapon fires. This is important if you wish to maximize your character's accuracy.\n\n####Arc Gap\nA weapon's arc gap is the radial distance (in degrees) at which each projectile is spaced apart. If arc gap is not defined (e.g: [Coral Bow](\/wiki\/coral-bow)), the default value is 11.25 degrees. If this value is set to 0, all shots fired will fly directly toward the point of aim. A wider arc gap allows for a wider area of effect, but the true range (the farthest one can stand from an enemy while still landing every shot per use) is reduced. For example, high tiered bows have an arc gap of 8 degrees, meaning that the two gaps between the three projectiles are at 8 degrees. The spread of the shots reduces their true range to ~3.56 tiles, despite each projectile having a range of 7.04 tiles. A weapon's arc gap is *not* shown in-game, nor is true range.\n\n####Rate of Fire\nMany weapons have a rate of fire modifier that cause them to fire faster or slower than tiered weapons depending on the modifier value. The rate of fire modifier appears in-game as a percentage (normal tiered weapons have a 100% rate of fire). The rate of fire modifier is *only* shown in-game on weapons that have a rate of fire that isn't 100%. However, if the player is currently equipped with a weapon that has a non-100% RoF, the RoF will be visible on every weapon usable by the current character, even if it is 100%.\nExamples:\n\n- The [Doom Bow](\/wiki\/doom-bow) has a slow rate of fire (33% modifier).\n- The [Thousand Shot](\/wiki\/thousand-shot) has a high rate of fire (200% modifier).\n\nRate of fire modifiers will affect the persistence of enemy defense, because more shots per second means that defense will moreso affect the DPS of these weapons, and vice versa.\n\n####Weapon Damage\nWeapon damage is typically listed in-game as a minimum and maximum value. For example, the [Archon Sword](\/wiki\/archon-sword) has a minimum damage value of 210 and a maximum damage value of 255. The highest damage number is never rolled on any weapon, and thus the maximum damage value is one less than the number shown in-game. Likewise, the average damage of each weapon is one-half less than the average of the min-max values would indicate. The numbers shown in-game are *before* the [attack stat modifier](\/wiki\/character-stats) comes into play, and are thus only truly accurate for a character that has 25 ATT.\n\n####Enemy Piercing Projectiles \nA weapon with this attribute will fire projectiles that pierce through every enemy that they happen to hit within their lifetime. There is no limit as to how many enemies can be hit by a single piercing projectile. Any weapon or ability capable of piercing enemies will have the words \"**Shots hit multiple targets**\" in their tooltip. Because any piercing shot can hit more than one target, it is possible to achieve an accuracy greater than 100% using a piercing weapon. However, it's important to note that any one piercing shot will not hit the same enemy twice.\n\n####Armor Piercing Projectiles \nA weapon with this attribute will fire projectiles that do the same amount of damage regardless of enemy defense. Any weapon or ability capable of armor piercing will have \"**Ignores defense of target**\" in their tooltip. [Oryx's Greatsword](\/wiki\/oryx-s-greatsword) is an example of an armor-piercing weapon.\n\n####Projectiles That Ignore Obstacles \nA weapon with this attribute will fire projectiles that are unaffected by certain obstacles that would block other shots. However, certain obstacles (walls) will still block these projectiles. Any weapon or ability capable of this will have \"**Shots pass through obstacles**\" in their tooltip. The Wand of the Bulwark is an example of a *weapon* that is capable of firing through these obstacles.\n\n####Burst Fire\nWeapons with this attribute will only be able to fire a certain number of shots before going on a brief cooldown period, determined by the **Burst Count** and **Burst Delay** parameters on the weapon. The cooldown period starts off at a base duration, which will grow shorter with fire rate buffs such as the DEX stat and the Berserk buff. However, each weapon has its own minimum delay between bursts which cannot be lowered any further, determined by the **Minimum Burst Delay** variable. The [S.T.A.F.F](\/wiki\/s-t-a-f-f) is an example of a Burst Fire weapon.\n\n####Stat Bonuses\nMost weapons do not provide stat bonuses on their own. However, there are a few exceptions:\n\n- The Staff of Esben provides the wearer with a bonus of 3 Speed.\n- The Thousand Shot provides a bonus of 30 MP but a penalty of 5 Speed.\n\n####Tiers\nTypical equipment is divided into tiers, and weapons are no exception. Weapons of higher tier are more powerful than lower tiers. T14 weapons in particular are soulbound, and they can not be acquired by trading. Weapons that have unusual attributes are designated as \"[untiered](\/wiki\/untiered-drops)\" (UT). UT weapons, like other UT items, are always soulbound. Weapons that belong to a [special themed set](\/wiki\/set-tier-items) are designated \"ST.\" Most ST items are also soulbound like UTs are, but there are some STs that are *not* soulbound and can be acquired by trading. Weapons with UT or ST designations may or may not be more practical than a tiered weapon of the same type depending on the situation and the user's preference. However, many UT and ST weapons can be useful enough to pass for a replacement of a tiered weapon. Go out and experiment with these weapons to see what suits your playstyle best!\n\n####Important Note on Amplitude\nFor any weapon that has an amplitude and an odd number of shots fired per use, each shot will alternate between firing a projectile with a positive (left-right) and negative (right-left) sine wave pattern. If a weapon with amplitude fires an even amount of shots, then there is *no* alternation and each shot will have a consistent \"polarity.\"\n\nThis fact causes an anomaly involving projectile amplitude. The shot pattern of such weapons will change whenever an odd number of projectiles are fired in between the use of these weapons or abilities (by use of another weapon or ability). Although this theoretically affects every equip with projectile amplitude, it does not affect the usability of a weapon unless it also possesses an arc gap and fires an even number of shots. The [Nectar Crossfire](\/wiki\/nectar-crossfire) is an example of one weapon in which this anomaly causes its shot pattern to change."],[[],[]]);initializeCookieConsentBanner("e");