Difference between revisions of "Ranged Cooldown Multiplier"
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− | | description = A multiplier on the cooldown between bursts when using a ranged weapon}} i.e. a ranged weapon with a cooldown time of 1 second normally will have a cooldown time of 0.5 seconds in the hands of a pawn with a Ranged Cooldown Multiplier stat of 50%. Note that the warm-up time of the weapon is unaffected. | + | | description = A multiplier on the cooldown between bursts when using a ranged weapon |
+ | | category = PawnCombat | ||
+ | }} i.e. a ranged weapon with a cooldown time of 1 second normally will have a cooldown time of 0.5 seconds in the hands of a pawn with a Ranged Cooldown Multiplier stat of 50%. Note that the warm-up time of the weapon is unaffected. | ||
This stat also applies to [[psycast]]s {{RoyaltyIcon}}, the integrated weapons of [[grenadier armor|grenadier]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}}, and a number of [[utility]] items including the [[orbital bombardment targeter]], [[orbital power beam targeter]], [[psychic shock lance]], [[psychic insanity lance]], [[tornado generator]], [[jump pack]] {{RoyaltyIcon}} and [[orbital mech cluster targeter]].{{RoyaltyIcon}} | This stat also applies to [[psycast]]s {{RoyaltyIcon}}, the integrated weapons of [[grenadier armor|grenadier]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}}, and a number of [[utility]] items including the [[orbital bombardment targeter]], [[orbital power beam targeter]], [[psychic shock lance]], [[psychic insanity lance]], [[tornado generator]], [[jump pack]] {{RoyaltyIcon}} and [[orbital mech cluster targeter]].{{RoyaltyIcon}} | ||
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The table below details the effect of the reduction in cooldown time on the DPS for each pawn-usable, ranged [[weapon]]. Note that while single use weapons such as the [[doomsday rocket launcher]] do benefit from the decreased cooldown time, their single-use nature makes comparing DPS in this way nonsensical and they are thus excluded. | The table below details the effect of the reduction in cooldown time on the DPS for each pawn-usable, ranged [[weapon]]. Note that while single use weapons such as the [[doomsday rocket launcher]] do benefit from the decreased cooldown time, their single-use nature makes comparing DPS in this way nonsensical and they are thus excluded. | ||
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== Version history == | == Version history == |
Latest revision as of 19:56, 6 September 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Ranged Cooldown Multiplier is a stat: A multiplier on the cooldown between bursts when using a ranged weapon Its minimum allowed value is 1%. Its default value is 100%. i.e. a ranged weapon with a cooldown time of 1 second normally will have a cooldown time of 0.5 seconds in the hands of a pawn with a Ranged Cooldown Multiplier stat of 50%. Note that the warm-up time of the weapon is unaffected.
This stat also applies to psycasts , the integrated weapons of grenadier
and phoenix armor
, and a number of utility items including the orbital bombardment targeter, orbital power beam targeter, psychic shock lance, psychic insanity lance, tornado generator, jump pack
and orbital mech cluster targeter.
Factors[edit]
A pawn's ranged cooldown multiplier has a base value of 100%, but it can be reduced by −20% to 80% if the pawn is wearing a heavy bandolier.
DPS table[edit]
The effect of the reduction in cooldown time on the DPS of ranged weapons depends on each weapon's unique ratio of "Warmup time" and "Cooldown time". For example, a weapon with a short warmup and long cooldown will benefit more from a reduced cooldown time than a weapon with a longer warmup and/or a shorter cooldown, all else being equal.
The table below details the effect of the reduction in cooldown time on the DPS for each pawn-usable, ranged weapon. Note that while single use weapons such as the doomsday rocket launcher do benefit from the decreased cooldown time, their single-use nature makes comparing DPS in this way nonsensical and they are thus excluded.
Weapon | DPS | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
with Aiming Time of 100% [Expand] | |||||||||||||||
and Ranged Cooldown Multiplier ![]() | |||||||||||||||
100% | 80% | ||||||||||||||
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Assault rifle | 100% | 113% | ||||||||||||
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Autopistol | 100% | 118% | ||||||||||||
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Bolt-action rifle | 100% | 110% | ||||||||||||
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Chain shotgun | 100% | 110% | ||||||||||||
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Charge lance | 100% | 114% | ||||||||||||
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Charge rifle | 100% | 113% | ||||||||||||
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EMP grenades | 100% | 115% | ||||||||||||
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EMP launcher | 100% | 111% | ||||||||||||
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Frag grenades | 100% | 115% | ||||||||||||
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Greatbow | 100% | 109% | ||||||||||||
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Heavy SMG | 100% | 113% | ||||||||||||
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Incendiary launcher | 100% | 111% | ||||||||||||
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LMG | 100% | 109% | ||||||||||||
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Machine pistol | 100% | 112% | ||||||||||||
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Minigun | 100% | 107% | ||||||||||||
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Molotov cocktails | 100% | 115% | ||||||||||||
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Pila | 100% | 111% | ||||||||||||
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Pump shotgun | 100% | 113% | ||||||||||||
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Recurve bow | 100% | 112% | ||||||||||||
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Revolver | 100% | 120% | ||||||||||||
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Short bow | 100% | 112% | ||||||||||||
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Smoke launcher | 100% | 111% | ||||||||||||
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Sniper rifle | 100% | 109% | ||||||||||||
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Hellcat rifle ![]() |
100% | 112% | ||||||||||||
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Incinerator ![]() |
100% | 117% | ||||||||||||
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Nerve spiker ![]() |
100% | 112% | ||||||||||||
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Flamebow ![]() |
100% | 112% | ||||||||||||
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Tox grenades ![]() |
100% | 115% | ||||||||||||
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Toxbomb launcher ![]() |
100% | 113% | ||||||||||||
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Grenadier armor ![]() |
100% | 109% | ||||||||||||
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Phoenix armor ![]() |
100% | 109% |
Version history[edit]
- Biotech DLC Release - Added.