Difference between revisions of "Dragonsbreath"

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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=208.000000
+
| Damage=210.000000
| FireRate=86.000000
+
| FireRate=77.000000
 
| Accuracy=25.000000
 
| Accuracy=25.000000
 
| Penetration=2.000000
 
| Penetration=2.000000
 
| MagazineSize=6
 
| MagazineSize=6
| AmmoCapacity=57
+
| 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 belong to the arsenal of [[Support_(Killing_Floor_2)|Support]].
+
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) = 26.<br />
+
Damage (per pellet) = 35.<br />
DOT (direct hit and residual flame): Damage scale = x0.7, Duration = 2.7s, Interval = 0.5s.<br /> 
+
Pellets (amount) = 6.<br />  
Pellets (amount) = 8.<br />  
 
 
Damage (buttstock bash) = 25.<br />  
 
Damage (buttstock bash) = 25.<br />  
  
 
Residual Flames:<br />  
 
Residual Flames:<br />  
Chance To Spawn = 10% (per pellet).<br />  
+
Chance To Spawn = 100% (per pellet).<br />  
Damage = 10, Radis = 1.5m, No falloff, Duration = 10s (for Firebug), 5s for other perks.<br />  
+
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 Fire.<br />  
+
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.<br />
+
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 Time (first shell): Normal = 1.67s, Elite = 1.28s.<br />  
+
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 Time (each next shell): Normal = 0.55s, Elite = 0.36s.<br />
+
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.<br />
+
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.
*Pellet impact has a chance to spawn a residual flame.
+
*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
Dragonsbreath
KF2 Perk Firebug White.png
KF2Incendiary Trench Gun.png
KF2 Weight White.png
 5
KF2 Perk Support White.png
MAGAZINE SIZE 6 KF2 Magazine Gray.png
SPARE AMMO CAPACITY 60 KF2 Ammo Gray.png
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 KF2 Dosh Gray.png 650
Ammo Cost KF2 Dosh Gray.png 30
Weapon Type Shotgun KF2 WeaponType Shotgun Gray.png
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 6 + 18 KF2 Ammo Gray.png
Block (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Parry (multiplier for incoming damage) ×Expression error: Unexpected round operator.
Secondary Attack
Ammo Type {{{SecondaryAmmunition_AmmoType}}}
Magazine Size {{{SecondaryAmmunition_MagazineSize}}}
Spare Ammo Capacity {{{SecondaryAmmunition_AmmoCapacity}}}
Damage
Expression error: Unrecognized punctuation character "{".
Fire Rate
Expression error: Unrecognized punctuation character "{".
Accuracy
Expression error: Unrecognized punctuation character "{".
Penetration
Expression error: Unrecognized punctuation character "{".
Starting Ammo {{{SecondaryAmmunition_InitialSpareMags}}}
Ammo Consumption (per use) Expression error: Unrecognized punctuation character "{".
Ammo Cost KF2 Dosh Gray.png {{{SecondaryAmmunition_AmmoCost}}}
Heal Amount Expression error: Unexpected round operator.
Heal Amount (solo) Expression error: Unrecognized punctuation character "{".
Full Recharge Time Expression error: Unrecognized punctuation character "{".s
Full Recharge Time (self injection) Expression error: Unrecognized punctuation character "{".s
Technical Information
Related Achievements
PS4 Trophies


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