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Primary Weapons (ES2)
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Primary Weapons (ES2)
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== Primary weapon stats == Several stats of primary weapons scale exponentially with item level (including bonus levels from rarities and prefixes). See below for exponential bases which apply to these stats. * '''Kinetic DPS''': Represents the overall effectiveness of the weapon against armor hitpoints. Derived from kinetic damage, fire rate, and any applicable charge stats. * '''Energy DPS''': Represents the overall effectiveness of the weapon against shield hitpoints. Derived from energy damage, fire rate, and any applicable charge stats. * '''Range''': The maximum distance at which the weapon can be fired for effect. ** For projectile weapons, this is the maximum travel distance of each shot. ** For hitscan weapons, this is the maximum distance at which the weapon is capable of dealing damage. * '''Kinetic Damage''': The ability of a single volley to deplete armor hitpoints. * '''Energy Damage''': The ability of a single volley to deplete shield hitpoints. ** For synchronous weapons, the weakest possible discharge from all primary weapon [[hardpoint]]s is a volley. Displayed damage is based on firing volleys from 2 hardpoints. *** Volley size (and, by extension, synchronous weapon damage) increases above the displayed value by 50% for each additional hardpoint. ** For asynchronous weapons, the discharge from 1 hardpoint is a volley. ** For all primary weapons, both types of damage scale with item level by an exponential base of 1.13 (adds 13% of the current values when item level increases by 1). * '''Fire Rate''': Represents the minimum delay between consecutive volleys from the weapon. ** For charge weapons, this represents the time after firing a volley which must elapse before the player can begin to charge another volley. ** For asynchronous weapons, displayed fire rate is based on firing alternating volleys from 2 hardpoints (i.e. fire rate of a single hardpoint is 50% of displayed fire rate). *** Fire rate (and, by extension, asynchronous weapon damage) increases above the displayed value by 50% for each additional hardpoint. * '''Damage Radius''': Applicable only to explosive weapons, this is the maximum range at which enemies near the projectile's detonation location will take damage. * '''Charge Damage Increase''': Applicable only to charge weapons, this is the ratio between the damage of a fully-charged volley to that of a minimally-charged volley. * '''Energy Capacity''': The size of the weapon's energy pool which is filled by the ship's [[Energy Cores (ES2)|energy core]] and used to power weapon hardpoints. The amount of weapon energy remaining in this pool is displayed on the third-person [[Heads-up display (ES2)|heads-up display]] via a gauge on the right side of the aim reticle. ** For all primary weapons, energy capacity starts at 100.0 at Level 1 {{Common|Common}} and scales with item level by an exponential base of 1.16. * '''Energy Consumption''': The overall rate at which the weapon's energy pool drains during sustained fire. Displayed consumption is based on sustaining 2 hardpoints. ** For charge weapons, this is the rate at which weapon energy is drained while charging a volley. Displayed consumption is based on charging 2 hardpoints. ** For all primary weapons, energy consumption scales with item level by an exponential base of 1.14. *** Powering more than 2 hardpoints further increases consumption above the displayed value by 50% for each additional hardpoint. === Hidden Stats === * '''Charge Duration''': The time required for a charge weapon to fully charge a volley. Reduced by the {{Rare|Swift}} prefix. * '''Ramp-up Duration''': The time required for a ramp-up weapon to begin firing from a standstill. Reduced by the {{Rare|Swift}} prefix. * '''Spread''': Represents the maximum level of deviation from the center of the aim reticle or auto-aim target. Reduced by the {{Common|Calibrated}} prefix. ** When a primary weapon [[Conditions|overheats]] but does not show a red stat in its tooltip, this hidden stat is usually what is being degraded. * '''Projectile Velocity''': Applicable only to projectile weapons, this is the speed at which shots travel toward the target. Increased by the {{Uncommon|High-velocity}} prefix. * '''Projectiles Per Shot''': Applicable only to [[Scatter Gun (ES2)|Scatter Guns]] variants, this is how many projectiles a base volley will shoot. * '''Projectiles When Charged''': Applicable only to charging scatter gun variants, this is how many projectiles a fully charged volley will shoot in addition to the base projectiles. Primary weapons also generate with a random projectile/beam color, which is purely aesthetic and cannot be changed without acquiring a different weapon of the same type with a different color.
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