Dragonsbreath: Difference between revisions
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| MultiPerkLink=Support_(Killing_Floor_2) | | MultiPerkLink=Support_(Killing_Floor_2) | ||
| WeaponImage=KF2Incendiary_Trench_Gun.png | | WeaponImage=KF2Incendiary_Trench_Gun.png | ||
| Damage= | | Damage=210.000000 | ||
| FireRate= | | FireRate=77.000000 | ||
| Accuracy=25.000000 | | Accuracy=25.000000 | ||
| Penetration=2.000000 | | Penetration=2.000000 | ||
| MagazineSize=6 | | MagazineSize=6 | ||
| AmmoCapacity= | | AmmoCapacity=60 | ||
| Description=• ''"Fire mode is pump-action only."''<br />• ''"A shotgun using Dragon's Breath Incendiary Rounds. Not only deadly, but looks wonderful too."'' | | Description=• ''"Fire mode is pump-action only."''<br />• ''"A shotgun using Dragon's Breath Incendiary Rounds. Not only deadly, but looks wonderful too."'' | ||
| | | | ||
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}} | }} | ||
The '''Dragonsbreath''' (formerly known as Incendiary Trench Gun) is one of the [[Firebug (Killing Floor 2)|Firebug's]] ''tier 2'' weapons. A stalwart of wars over, this rugged shotgun has significant stopping power. Loaded with ''Dragon's Breath'' incendiary shells to set foes alight. As a part of multi-perk weapon system Dragonsbreath also | The '''Dragonsbreath''' (formerly known as Incendiary Trench Gun) is one of the [[Firebug (Killing Floor 2)|Firebug's]] ''tier 2'' weapons. A stalwart of wars over, this rugged shotgun has significant stopping power. Loaded with ''Dragon's Breath'' incendiary shells to set foes alight. As a part of multi-perk weapon system Dragonsbreath also belongs to the arsenal of [[Support_(Killing_Floor_2)|Support]]. Unlike other weapons focused around the fire, the Dragonsbreath is guaranteed to spawn a lingering source of damage (residual flame) with every projectile. | ||
<div class="toclimit-3">__TOC__</div> | <div class="toclimit-3">__TOC__</div> | ||
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==Technical Information== | ==Technical Information== | ||
Damage (per pellet) = | Damage (per pellet) = 35.<br /> | ||
Pellets (amount) = 6.<br /> | |||
Pellets (amount) = | |||
Damage (buttstock bash) = 25.<br /> | Damage (buttstock bash) = 25.<br /> | ||
Residual Flames:<br /> | Residual Flames:<br /> | ||
Chance To Spawn = | Chance To Spawn = 100% (per pellet).<br /> | ||
Damage = | Damage = 8, Radis = 1.5m, Linear [[Mechanics_(Killing_Floor_2)#Weapons_-_Explosion_falloff|falloff]], Duration = 2.5s, Interval = 0.5s.<br /> | ||
Residual flame [[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|DOT]] damage scale = x0.7 (of single residual flame, e.g. 8x0.7), Duration = 2.7s, Interval = 0.5s. | |||
Spread Factor = 0.16.<br /> | [[Mechanics_(Killing_Floor_2)#Weapons_-_Recoil_and_spread|Spread]] Factor = 0.16.<br /> | ||
Direct hits set ZEDs on | Direct hits and residual flames set ZEDs on fire.<br /> | ||
DOT duration = 2.7s, DOT interval = 0.5s, DOT damage scale (of pellet damage) = x0.7.<br /> | DOT duration = 2.7s, DOT interval = 0.5s, DOT damage scale (of pellet damage) = x0.7.<br /> | ||
Note: Amount of the damage per DOT tick calculated based on the damage of the single pellet - it does not matter how many pellets hit the target, the DOT damage will be the same.<br /> | Note: Amount of the damage per DOT tick is calculated based on the damage of the single pellet - it does not matter how many pellets hit the target, the DOT damage will be the same.<br /> | ||
Damage Type = Ballistic (pellet), Fire (DOT).<br /> | Damage Type = Ballistic (pellet), Fire (DOT).<br /> | ||
Damage Type Group = Shotgun. | Damage Type Group = Shotgun. | ||
Rate Of Fire = 86 RPM.<br /> | Rate Of Fire = 86 RPM.<br /> | ||
Rate Of Fire (bash) = 52. | Rate Of Fire (bash) = 52. | ||
Reload | Reload happens in 3 stages - pre-reload draw (only happens on non dry reloads), inserting first shell (only happens on dry reload, takes more time that all next shells) and then player repeatedly inserts ammunition:<br /> | ||
Reload | Reload 1 (elite, if not empty, preparation draw) = 0.46s.<br /> | ||
Reload 1 (if not empty, preparation draw) = 0.58s.<br /> | |||
Reload 2 (elite, if empty, 1st shell) = 1.28s.<br /> | |||
Reload 2 (if empty, 1st shell) = 1.67s.<br /> | |||
Reload 3 (each next shell) = 0.55s.<br /> | |||
Reload 3 (elite, each next shell) = 0.36s | |||
Equip Time = 0.44s.<br /> | Equip Time = 0.44s.<br /> | ||
Putdown Time = 0.48s. | Putdown Time = 0.48s. | ||
[[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Weapon Powers]]:<br /> | [[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Weapon Powers]]:<br /> | ||
Burn power (pellet direct hit) = 20.<br /> | Burn power (pellet direct hit) = 20.<br /> | ||
Burn power, per DOT tick = 10.<br /> | Burn power, per DOT or residual flame tick = 10.<br /> | ||
Gun hit power (pellet direct hit) = 12.<br /> | Gun hit power (pellet direct hit) = 12.<br /> | ||
Penetration power = 2.<br /> | [[Mechanics_(Killing_Floor_2)#Weapons_-_Penetration_power|Penetration power]] = 2.<br /> | ||
Stumble power (pellet direct hit) = 21 | Stumble power (pellet direct hit) = 21 | ||
==[[Mechanics (Killing Floor 2)#Weapons - Upgrades|Upgrades]]== | ==[[Mechanics (Killing Floor 2)#Weapons - Upgrades|Upgrades]]== | ||
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==Notes== | ==Notes== | ||
*[[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|DOT]] damage calculated of only one pellet. | *[[Mechanics (Killing Floor 2)#Gameplay - Damage over time .28DOT.29|DOT]] damage is calculated of only one pellet. | ||
* | *Every pellet spawns a residual flame. | ||
*Pellets affected by gravity. | *Pellets affected by gravity. | ||
*Player's stance has no effect on the pellet spread. | *Player's stance has no effect on the pellet spread. | ||
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Gains all the perk bonuses from [[Support (Killing Floor 2)|Support]] thanks to multi-perk weapon system. | Gains all the perk bonuses from [[Support (Killing Floor 2)|Support]] thanks to multi-perk weapon system. | ||
==Trivia== | |||
Before [[Update_1091_(Killing_Floor_2)|Neon Nightmares]] update the Dragonsbreath had different damage profile: 26 x 8 instead of 35 x 8. It was firing slightly faster (86 vs 77 rpm), only had 10% chance / projectile to spawn a residual flame (which was also not affected by Firebug's ''Ground Fire'' skill). The residual flames were also used to have longer duration: 10 seconds for Firebug and 5 seconds for other perks opposite to current 2.5 seconds. | |||
==Gallery== | ==Gallery== | ||
<gallery mode="packed" heights="275"> | <gallery mode="packed" heights="275"> | ||
File:Firebug trenchgun.png|Dragonsbreath | File:Firebug trenchgun.png|Dragonsbreath | ||
</gallery>{{KF2NavBox}} | </gallery> | ||
{{KF2NavBox}} |
Revision as of 15:40, 4 March 2020
Killing Floor 2 item | |||
5
|
+ | ||
MAGAZINE SIZE | 6 | ||
SPARE AMMO CAPACITY | 60 | ||
DAMAGE | 210 | ||
FIRE RATE | 77 | ||
ACCURACY | 25 | ||
PENETRATION | 2 | ||
• "Fire mode is pump-action only." • "A shotgun using Dragon's Breath Incendiary Rounds. Not only deadly, but looks wonderful too." | |||
General Information | |||
Pricing | 650 | ||
Ammo Cost | 30 | ||
Weapon Type | Shotgun | ||
Weapon Information | |||
Starting Ammo | 6 + 18 | ||
The Dragonsbreath (formerly known as Incendiary Trench Gun) is one of the Firebug's tier 2 weapons. A stalwart of wars over, this rugged shotgun has significant stopping power. Loaded with Dragon's Breath incendiary shells to set foes alight. As a part of multi-perk weapon system Dragonsbreath also belongs to the arsenal of Support. Unlike other weapons focused around the fire, the Dragonsbreath is guaranteed to spawn a lingering source of damage (residual flame) with every projectile.
Description
"Fire mode is pump-action only."
Flavor Text
"A shotgun using Dragon's Breath Incendiary Rounds. Not only deadly, but looks wonderful too."
Technical Information
Damage (per pellet) = 35.
Pellets (amount) = 6.
Damage (buttstock bash) = 25.
Residual Flames:
Chance To Spawn = 100% (per pellet).
Damage = 8, Radis = 1.5m, Linear falloff, Duration = 2.5s, Interval = 0.5s.
Residual flame DOT damage scale = x0.7 (of single residual flame, e.g. 8x0.7), Duration = 2.7s, Interval = 0.5s.
Spread Factor = 0.16.
Direct hits and residual flames set ZEDs on fire.
DOT duration = 2.7s, DOT interval = 0.5s, DOT damage scale (of pellet damage) = x0.7.
Note: Amount of the damage per DOT tick is calculated based on the damage of the single pellet - it does not matter how many pellets hit the target, the DOT damage will be the same.
Damage Type = Ballistic (pellet), Fire (DOT).
Damage Type Group = Shotgun.
Rate Of Fire = 86 RPM.
Rate Of Fire (bash) = 52.
Reload happens in 3 stages - pre-reload draw (only happens on non dry reloads), inserting first shell (only happens on dry reload, takes more time that all next shells) and then player repeatedly inserts ammunition:
Reload 1 (elite, if not empty, preparation draw) = 0.46s.
Reload 1 (if not empty, preparation draw) = 0.58s.
Reload 2 (elite, if empty, 1st shell) = 1.28s.
Reload 2 (if empty, 1st shell) = 1.67s.
Reload 3 (each next shell) = 0.55s.
Reload 3 (elite, each next shell) = 0.36s
Equip Time = 0.44s.
Putdown Time = 0.48s.
Weapon Powers:
Burn power (pellet direct hit) = 20.
Burn power, per DOT or residual flame tick = 10.
Gun hit power (pellet direct hit) = 12.
Penetration power = 2.
Stumble power (pellet direct hit) = 21
Upgrades
Upg1 (600): Base damage x1.1, Base weight + 1.
Upg2 (700): Base damage x1.2, Base weight + 2.
Upg3 (1500): Base damage x1.3, Base weight + 3.
Notes
- DOT damage is calculated of only one pellet.
- Every pellet spawns a residual flame.
- Pellets affected by gravity.
- Player's stance has no effect on the pellet spread.
Strategy
Gains all the perk bonuses from Support thanks to multi-perk weapon system.
Trivia
Before Neon Nightmares update the Dragonsbreath had different damage profile: 26 x 8 instead of 35 x 8. It was firing slightly faster (86 vs 77 rpm), only had 10% chance / projectile to spawn a residual flame (which was also not affected by Firebug's Ground Fire skill). The residual flames were also used to have longer duration: 10 seconds for Firebug and 5 seconds for other perks opposite to current 2.5 seconds.
Gallery
-
Dragonsbreath