Dragonsbreath: Difference between revisions

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[[Category:KF2]]
{{KF2WeaponInfo
{{KF2WeaponInfo
| Name=Dragonsbreath
| Name=Dragonsbreath
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| PerkLink=Firebug (Killing Floor 2)
| PerkLink=Firebug (Killing Floor 2)
| MultiPerkImage=KF2_Perk_Support_White.png
| MultiPerkImage=KF2_Perk_Support_White.png
| MultiPerkLink=Support
| 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=87.000000
| 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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| Achievement_0_Name=
| Achievement_0_Name=
}}
}}
 
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.
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]].


<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 = 87 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.


Weapon Powers:<br />  
[[Mechanics (Killing Floor 2)#Gameplay - Afflictions|Weapon Powers]]:<br />  
Burn power (pellet direct hit) = 25.<br />  
Burn power (pellet direct hit) = 20.<br />  
Burn power, per DOT tick = 18.5.<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.<br />
Stumble power (pellet direct hit) = 21


==Upgrades==
==[[Mechanics (Killing Floor 2)#Weapons - Upgrades|Upgrades]]==


Upg1 (600): Base damage x1.1, Base weight + 1.<br />
Upg1 (600): Base damage x1.1, Base weight + 1.<br />
Upg2 (700): Base damage x1.2, Base weight + 2.<br />
Upg2 (700): Base damage x1.2, Base weight + 2.<br />
Upg3 (1500): Base damage x1.3, Base weight + 3.<br />
Upg3 (1500): Base damage x1.3, Base weight + 3.


==Notes==
==Notes==


* DOT damage calculated of only one pellet.<br />
*[[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.<br />
*Every pellet spawns a residual flame.
* Pellets affected by gravity.<br />
*Pellets affected by gravity.
* Player's stance has no effect on the pellet spread.<br />
*Player's stance has no effect on the pellet spread.


==Strategy==
==Strategy==
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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 mode="packed" heights="275">
File:Firebug trenchgun.png|Dragonsbreath
</gallery>
{{KF2NavBox}}
{{KF2NavBox}}

Revision as of 23:36, 15 May 2020

Killing Floor 2 item
Dragonsbreath
 5
MAGAZINE SIZE 6
SPARE AMMO CAPACITY 60
DAMAGE
210
FIRE RATE
87
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
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo 6 + 18
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 {{{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 = 87 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