The First Descendant

The First Descendant

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The Secret Life of Weapons: Hidden Stats and More
By QuaestComm
What The First Descendant tells you about your weapons is not the full picture. In this guide, you will learn about several weapon traits that are hidden from view but are still important to gunplay, among other things.
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Disclaimers
  • Values stated in this guide are primarily based on Laboratory testing in game version 1.1.3, with the remainder being added over subsequent Season 1 updates. Balance updates from Season 2 onward may render these values inaccurate for some weapons until I get around to reevaluating them post-update.
  • Ultimate Weapon hidden stat data availability is contingent on my own ability to acquire these weapons. As a result, new Ultimate Weapons will generally not show up in this guide until 1-2 weeks after the release of the TFD patch that adds them.
Hidden Stat: Recoil
{last updated 1/25/2025}

Recoil triggers every time a weapon is fired, shifting one's aim off-center for a short time. While recoil modifiers from Modules, weapon options and Ultimate Weapons' Unique Abilities are not hidden values, what is hidden are the initial vertical and horizontal recoil characteristics to which these modifiers apply. Qualitative data on these traits are given below as follows:

  • Weapon Name (Rarity): [Vertical Recoil] / [Horizontal Recoil] | [Recoil Direction & Pattern]

General Rounds
Handguns
  • Hungry Hound (Standard): Medium / Low | Centered Random
  • Millennium Frost (Rare): Low / Low | Centered Wye
  • New Beginning (Rare): Low / Medium | Left Straight
  • Red Wolf (Rare): Low / Medium | RH Ell
  • Rose of Aisha (Rare): Low / Medium | Left Lurch
  • The Final Masterpiece (Ultimate): Low / Low | LH Half-Sine
  • The Last Dagger (Ultimate): Low / Medium (before Unique Ability) | Right Lurch
Assault Rifles
  • Ominous Hound (Standard): Medium / Medium | Centered Random
  • Caligo's Horn (Rare): Low / Medium | Centered Tee
  • Eternal Willpower (Rare): High / Low | Right Straight
  • Magnus AA (Rare): Low / Low | Centered Wye
  • Phantom Pain (Rare): Medium / High | Left Sine
  • Divine Punishment (Ultimate): Medium / Medium | Left Wye
  • EXCAVA (Ultimate): Low / Medium | Right Straight
  • Fallen Hope (Ultimate): Medium / Medium | RH Lurch
Submachine Guns
  • Albinism (Standard): Low / Low | RH Random
  • Alter Ego (Rare): Medium / Medium | Right Lurch
  • Blue Blood Bloomer (Rare): Medium / Low | Left Lurch
  • Devil's Call (Rare): Medium / Medium | Left Lurch-Back
  • Firefly (Rare): Low / Medium | Centered Random
  • Python (Ultimate): Medium / Medium | LH Sawtooth
  • Thunder Cage (Ultimate): Medium / Medium | LH Lurch
Machine Guns
  • Cygnus (Standard): Low / Medium | Left Straight
  • Lion of Blue Mane (Rare): Medium / Medium | Left Step
  • Rascal V-51 (Rare): High / Medium | Left Random
  • Tamer (Rare): High / Medium | Centered Sine
  • Unfinished Study (Rare): Medium / Medium | Right Lurch
  • Albion Cavalry Gun (Ultimate): Medium / Low | Centered Ramp
  • Enduring Legacy (Ultimate): Medium / Medium | Centered Tee-Sine
Special Rounds
Beam Rifles
  • Moon Fragment (Standard): Medium / Medium | Right Sine
  • Burning 44 (Rare): High / Low | RH Sawtooth
  • Dimensional Bridge (Rare): Medium / Low | Left Sawtooth
  • Dogma 21 (Rare): High / None | Centered Straight
  • Clairvoyance (Ultimate): High / Medium | Right Sine
  • King's Guard Lance (Ultimate): High / Medium | Left Sine
  • Voltia (Ultimate): Medium / Low | Centered Sawtooth
Tactical Rifles
  • Red Eye (Standard): Medium / Low | Left Lurch
  • Detachment (Rare): Low / Low | Left Straight
  • The Unwelcomed (Rare): High / Low | Right Straight
  • Viper (Rare): Medium / Low | Right Lurch
  • Young Noble's Ambition (Rare): Low / Low | Left Straight
  • Greg's Reversed Fate (Ultimate): Medium / Medium | RH Sawtooth
  • Secret Garden (Ultimate): Medium / Low | Left Delayed-Lurch
Impact Rounds
Hand Cannons
  • Burning Hound (Standard): Medium / Low | LH Sawtooth
  • Assassin's Edge (Rare): Medium / Medium | RH Sawtooth
  • Explorer's Path (Rare): Medium / Low | RH Sawtooth
  • Immediate Execution (Rare): Low / Low | Centered Sawtooth
  • Nazeistra's Devotion (Ultimate): High / Medium | Right Straight
  • Peace Maker (Ultimate): Medium / Medium | LH Sawtooth
  • Perforator (Ultimate): High / Low | RH Sawtooth
Scout Rifles
  • Nightmare Hound (Standard): High / Low | Centered Random
  • Hero's Scar (Rare): Low / Medium | LH Half-Sine
  • Silly Weeper (Rare): Low / Low | Right Straight
  • Sonic Co-op (Rare): Low / Low | Centered Random
  • The Age of Innovation (Rare): Medium / Medium | Right Half-Sine
  • Blue Beetle (Ultimate): Medium / Medium | Left Sine
  • Frost Watcher (Ultimate): Low / Low | Right Straight
  • Wave of Light (Ultimate): Medium / Medium | RH Half-Sine
High-Power Rounds
Shotguns
  • Gangster (Standard): High / Low | RH Sawtooth
  • Fireworks (Rare): Low / Low | Right Sine
  • In a Blink (Rare): Medium / Low | Right Straight
  • Subconsciousness (Rare): Medium / Low | Centered Random
  • The Last Knight (Rare): Medium / Low | Centered Random
  • Executor (Ultimate): High / Low | Right Straight
  • Smithereens (Ultimate): Medium / Low | Centered Random
  • Hammer and Anvil (Ultimate): Medium / Low | RH Sawtooth
Sniper Rifles
  • Recipient Unknown (Standard): High / None | Centered Straight
  • Belief (Rare): Medium / High | Left Straight
  • Different Dream (Rare): Low / Medium | Right Straight
  • Forest Gaze (Rare): Medium / Low | Right Straight
  • Supermoon Z-15 (Rare): Low / Low | Right Straight
  • Afterglow Sword (Ultimate): High / Low | LH Sawtooth
  • Piercing Light (Ultimate): Medium / Medium | Left Straight
Launchers
  • Tamed Beast (Standard): High / Medium | LH Sawtooth
  • Death Roar (Rare): High / Low | RH Sine
  • Guardian R4 (Rare): Medium / Low | Right Straight
  • Lightspeed Barrel (Rare): Medium / Low | Centered Random
  • Vestigial Organ (Rare): Low / Low | Centered Random
  • Restored Relic (Ultimate): Low / Low | RH Sine
  • Sigvore's Proof (Ultimate): Medium / Medium | RH Sawtooth
Glossary
Recoil Directions
  • Centered: No horizontal recoil bias and no significant recoil pattern offset from center
  • Left/Right: Horizontal recoil is biased left/right
  • LH/RH (Left-Hand/Right-Hand) No net horizontal recoil bias, but the recoil pattern is notably offset left/right of center for at least the initial shot
Recoil Patterns
  • Random: Recoil pattern does not match a standard shape or is too small to discern at base recoil values
  • Straight: Weapon recoils along a straight line
  • Tee (T): Weapon recoils upward, then left and right equally
  • Ell (L): Weapon recoils upward, then left/right away from center, then right/left back to center
  • Step: Weapon recoils upward, then left/right
  • Wye (Y): Weapon recoils upward, then diagonally left and right with linearly increasing deviation from center
  • Sawtooth: Horizontal recoil direction abruptly alternates between left and right
  • Sine: Horizontal recoil direction smoothly alternates between left and right
  • Half-Sine: Horizontal recoil direction smoothly changes from left to right (or vice versa) then abruptly reverses at maximum recoil
  • Lurch: Weapon recoils strongly in one direction initially, then smoothly transitions to weak recoil in a second direction which partially reverses the initial "lurch"
  • Lurch-Back: Recoil pattern has two lurches, a larger lurch in one direction and a smaller lurch which partially steps back the first lurch
  • Delayed-Lurch: Small recoil mid-burst, but large recoil afterward
  • Ramp: Recoil ramps up over time with sustained fire
Hidden Stats: Crosshair Size, Aim Recovery Speed, and More
{last updated 1/2/2025}

The spread of bullets about the aim location while firing a hitscan weapon (any weapon type other than a Beam Rifle or Launcher) is a function of the mounted weapon's current Crosshair Size. Although the weapon's non-hidden Accuracy stats and modifiers do allow for the determination of initial Crosshair Size while firing from the hip or aiming down sights (which is equal to 100 - Accuracy), a host of hidden stats intrinsic to each weapon, all of which have the same unit scale as Accuracy, control the limits of this size as well as how rapidly it increases and decrease as the Descendant engages in various combat actions. While all 8 base stats are covered in detail on third-party sites (shoutouts to TFD Tools in particular for making this section possible), the following 5 base and derivative stats in particular are especially relevant for weapon performance:
  • Crosshair Min/Max Size (True): The former caps spread reductions from Accuracy; the latter limits how big the crosshair can grow during sustained fire. (Note: While the former is a base stat, the latter is derived from the sum of Crosshair Max Size, Crosshair Change While Moving, and an unlabeled third base stat for midair increases based on Laboratory testing of Crosshair Size behavior.)
  • Crosshair Change [While Shooting/When Shooting While Aiming]: The magnitude of Crosshair Size increase that occurs each time the weapon fires in hip-fire and aimed-fire modes, respectively. (Especially rapid increases over time may be limited by another hidden stat, Crosshair Change Speed, which has been neglected here for brevity.)
  • Aim Recovery Speed: The magnitude of passive Crosshair Size reduction per second, restoring accuracy lost due to moving, jumping or firing the mounted weapon. (However, accuracy losses from moving and jumping cannot be reversed while the Descendant is still moving/jumping.)
Quantitative values for these stats are listed below in the following format:

  • Weapon Name (Rarity): [Crosshair Min-Max Size (True)] | [Crosshair Change While Shooting/When Shooting While Aiming] | [Aim Recovery Speed]

General Rounds
Handguns
  • Hungry Hound (Standard): 3-36.25 | 1.8/1.6 | 9
  • Millennium Frost (Rare): 3-37.5 | 2.1/1.75 | 18
  • New Beginning (Rare): 3-43 | 2/1.8 | 120
  • Red Wolf (Rare): 3-42.5 | 2.45/2.15 | 9
  • Rose of Aisha (Rare): 3-43 | 4.5/4 | 100
  • The Final Masterpiece (Ultimate): 3-49 | 4.5/4 | 100
  • The Last Dagger (Ultimate): 3-32.5 | 3.5/2.6 | 30
Assault Rifles
  • Ominous Hound (Standard): 3-62.5 | 8/8 | 60
  • Caligo's Horn (Rare): 3-110 | 4.7/3.1 | 60
  • Eternal Willpower (Rare): 3-33 | 8/8 | 50
  • Magnus AA (Rare): 3-120 | 3.2/2.1 | 30
  • Phantom Pain (Rare): 3-97.5 | 4/2.8 | 25
  • Divine Punishment (Ultimate): 3-96 | 7/5.5 | 55
  • EXCAVA (Ultimate): 3-56 | 9/8.4 | 62
  • Fallen Hope (Ultimate): 3-87 | 5.1/4.8 | 45
Submachine Guns
  • Albinism (Standard): 3-42 | 3/2.5 | 8
  • Alter Ego (Rare): 3-52.5 | 2.3/1.8 | 10
  • Blue Blood Bloomer (Rare): 3-41.5 | 1.20/1.21 | 17
  • Devil's Call (Rare): 3-52.5 | 1.89/1.13 | 14
  • Firefly (Rare): 3-64 | 5/5 | 25
  • Python (Ultimate): 3-55 | 2/2 | 26.5
  • Thunder Cage (Ultimate): 3-50 | 2.1/2.6 | 16.6
Machine Guns
  • Cygnus (Standard): 12-62.5 | 3.5/3.3 | 18
  • Lion of Blue Mane (Rare): 12-132.5 | 9/7 | 75
  • Rascal V-51 (Rare): 12-73.25 | 5.1/3.1 | 17.6
  • Tamer (Rare): 12-158 | 4.8/4.8 | 50
  • Unfinished Study (Rare): 12-83.75 | 6.3/6 | 45
  • Albion Cavalry Gun (Ultimate): 12-57.5 | 9/9 | 60
  • Enduring Legacy (Ultimate): 12-90 | 3.9/3.9 | 15
Special Rounds
Beam Rifles
N/A
Tactical Rifles
  • Red Eye (Standard): 3-57.5 | 5.6/5.2 | 40
  • Detachment (Rare): 3-48.5 | 3.5/3 | 25
  • The Unwelcomed (Rare): 3-59 | 10/10 | 100
  • Viper (Rare): 3-72.5 | 7/6.5 | 100
  • Young Noble's Ambition (Rare): 3-54.25 | 3.4/2.7 | 22
  • Greg's Reversed Fate (Ultimate): 3-53 | 7/6.5 | 100
  • Secret Garden (Ultimate): 3-65 | 12/12 | 150
Impact Rounds
Hand Cannons
  • Burning Hound (Standard): 3-55 | 13/10 | 25
  • Assassin's Edge (Rare): 3-77.25 | 20/10 | 50
  • Explorer's Path (Rare): 3-47.5 | 16/14 | 70
  • Immediate Execution (Rare): 3-47 | 30/30 | 90
  • Nazeistra's Devotion (Ultimate): 3-105 | 35/34 | 80
  • Peace Maker (Ultimate): 3-125 | 21/21 | 65
  • Perforator (Ultimate): 3-120 | 50/50 | 76.5
Scout Rifles
  • Nightmare Hound (Standard): 0-72.5 | 12/12 | 70
  • Hero's Scar (Rare): 0-108 | 8/7 | 18
  • Silly Weeper (Rare): 0-130 | 30/30 | 60
  • Sonic Co-op (Rare): 0-73 | 14/14 | 70
  • The Age of Innovation (Rare): 0-80 | 15/15 | 80
  • Blue Beetle (Ultimate): 0-62 | 20.75/15 | 55
  • Frost Watcher (Ultimate): 0-74 | 21/21 | 50
  • Wave of Light (Ultimate): 0-80 | 15/15 | 80
High-Power Rounds
Shotguns
  • Gangster (Standard): 3-132 | 7.5/7 | 22.5
  • Fireworks (Rare): 3-104.25 | 33/28.5 | 105
  • In a Blink (Rare): 3-145.5 | 26.25/23.25 | 75
  • Subconsciousness (Rare): 3-167 | 22/19 | 70
  • The Last Knight (Rare): 3-94.5 | 23.85/22.65 | 65
  • Executor (Ultimate): 3-182 | 80/80 | 100
  • Smithereens (Ultimate): 3-155 | 75/60 | 156
  • Hammer and Anvil (Ultimate): 3-132 | 22/--- | 80
Sniper Rifles
  • Recipient Unknown (Standard): 0-175 | 15/15 | 40
  • Belief (Rare): 0-135 | 4/6 | 130
  • Different Dream (Rare): 0-75 | 25/25 | 40
  • Forest Gaze (Rare): 0-142.5 | 7.6/6.1 | 140
  • Supermoon Z-15 (Rare): 0-127.5 | 4.8/4.7 | 85
  • Afterglow Sword (Ultimate): 0-145 | 4/6 | 130
  • Piercing Light (Ultimate): 0-140 | 50/50 | 50
Launchers
N/A

Commentary
  • Net accuracy during sustained fire can be predicted by comparing a given weapon's Aim Recover Speed to the product of the relevant type of Crosshair Change and the number of shots fired per second after Modules are applied (Net RPM / 60).
    • If Aim Recover Speed is greater than this product, accuracy will remain stable over time as all aim bloom from firing one shot is negated by the time the next shot is fired.
    • If Aim Recover Speed is less than this product, weapon accuracy will decrease over time until Crosshair Size hits its true maximum or the magazine is expended, with the net rate of aim bloom being the lesser of Crosshair Change Speed and (Crosshair Change * Net RPM / 60 - Aim Recover Speed).
    • Example - Nightmare Hound (Scout Rifle) @ +25% Fire Rate (240 RPM): 12 * 240/60 - 70 = 48 - 70 = -22 --> no net aim bloom
Hidden Stats: Round Load Time, Ranged-In Time and Zoom-in Hold Delay Time
{added 2/22/2025 --- shoutouts to Vash Cowaii's video "Reloads are Lying to You" for making me aware that Reload Time discrepancies are not limited to just single-load Shotguns}

Definitions
  • Round Load Time: The delay between the start of a reload and the in-game magazine display updating with newly loaded rounds. The base value for a given weapon is equal to (base Reload Time - Zoom-in Hold Delay Time).
  • Ranged-In Time: The delay after Round Load Time has elapsed before the chambering animation can be cancelled with the Fire input.
  • Zoom-in Hold Delay Time: The delay after Round Load Time has elapsed before the chambering animation finishes naturally.

Mechanics
  • Weapon reload animations in The First Descendant have two parts: an initial round loading animation, governed by Round Load Time, and a post-load ready/aim animation, governed by Zoom-in Hold Delay Time. The base Reload Times of weapons which are shown in-game represent the base duration of the full animation when the round loading animation plays exactly once (accurate for all weapons other than single-load Shotguns, which generally play the round loading animation more than once before transitioning to the post-load ready animation).
    • Round Load Time is affected by Reload Time Modifier; however, the application of this modifier is via a 1 / (1 + Reload Time Modifier/100%) multiplier (e.g., Round Load Time is decreased by 50% at +100% Reload Time Modifier and increased by 42.86% at the absolute minimum of -30% Reload Time Modifier).
    • Zoom-in Hold Delay Time is a non-scaling stat. In other words, it is not possible to speed up or slow down the post-load ready animation of a weapon.
  • Weapon magazines are loaded with new rounds when Round Load Time elapses; however, while the post-load ready animation can be cancelled at any time with a weapon change or a non-weapon full-body animation (such as rolling or grappling), it cannot be cancelled with the Fire input (tap or hold) until after Ranged-In Time has elapsed. Therefore, the true reload time of a weapon during sustained fire is the sum of Round Load Time (as modified by Reload Time Modifier) and Ranged-In Time (a non-scaling stat).

List of Stats
Approximate quantitative data on reload-related hidden stats is given below as follows, in units of seconds:

  • Weapon Name (Rarity): [Round Load Time] / [Ranged-In Time] | [Zoom-in Hold Delay Time]

General Rounds
Handguns
  • Hungry Hound (Standard): 1.00 / 0.13 | 0.19
  • Millennium Frost (Rare): 0.86 / 0.24 | 0.40
  • New Beginning (Rare): 0.63 / 0.32 | 0.52
  • Red Wolf (Rare): 0.98 / 0.07 | 0.07
  • Rose of Aisha (Rare): 0.77 / 0.29 | 0.35
  • The Final Masterpiece (Ultimate): 0.79 / 0.31 | 0.31
  • The Last Dagger (Ultimate): 1.00 / 0.00 | 0.20
Assault Rifles
  • Ominous Hound (Standard): 1.54 / 0.06 | 0.21
  • Caligo's Horn (Rare): 1.31 / 0.24 | 0.37
  • Eternal Willpower (Rare): 1.70 / 0.20 | 0.20
  • Magnus AA (Rare): 1.26 / 0.42 | 0.42
  • Phantom Pain (Rare): 1.14 / 0.26 | 0.47
  • Divine Punishment (Ultimate): 1.26 / 0.12 | 0.29
  • EXCAVA (Ultimate): 1.87 / 0.13 | 0.13
  • Fallen Hope (Ultimate): 1.00 / 0.34 | 0.70
Submachine Guns
  • Albinism (Standard): 0.93 / 0.29 | 0.53
  • Alter Ego (Rare): 1.33 / 0.39 | 0.41
  • Blue Blood Bloomer (Rare): 0.98 / 0.23 | 0.34
  • Devil's Call (Rare): 1.10 / 0.08 | 0.22
  • Firefly (Rare): 1.12 / 0.21 | 0.23
  • Python (Ultimate): 1.07 / 0.41 | 0.43
  • Thunder Cage (Ultimate): 1.31 / 0.09 | 0.09
Machine Guns
  • Cygnus (Standard): 2.52 / 0.07 | 0.07
  • Lion of Blue Mane (Rare): 2.73 / 0.50 | 0.56
  • Rascal V-51 (Rare): 2.36 / 0.09 | 0.09
  • Tamer (Rare): 2.45 / 0.15 | 0.15
  • Unfinished Study (Rare): 2.64 / 0.37 | 0.37
  • Albion Cavalry Gun (Ultimate): 2.08 / 0.30 | 0.42
  • Enduring Legacy (Ultimate): 2.43 / 0.21 | 0.27
Special Rounds
Beam Rifles
  • Moon Fragment (Standard): 1.82 / 0.00 | 0.00
  • Burning 44 (Rare): 1.45 / 0.65 | 0.65
  • Dimensional Bridge (Rare): 1.80 / 0.07 | 0.15
  • Dogma 21 (Rare): 1.91 / 0.40 | 0.40
  • Clairvoyance (Ultimate): 1.91 / 0.15 | 0.29
  • King's Guard Lance (Ultimate): 1.87 / 0.15 | 0.23
  • Voltia (Ultimate): 1.77 / 0.33 | 0.73
Tactical Rifles
  • Red Eye (Standard): 1.68 / 0.15 | 0.21
  • Detachment (Rare): 1.31 / 0.09 | 0.24
  • The Unwelcomed (Rare): 1.33 / 0.19 | 0.21
  • Viper (Rare): 1.49 / 0.16 | 0.26
  • Young Noble's Ambition (Rare): 1.45 / 0.19 | 0.23
  • Greg's Reversed Fate (Ultimate): 1.14 / 0.12 | 0.26
  • Secret Garden (Ultimate): 1.24 / 0.22 | 0.36
Impact Rounds
Hand Cannons
  • Burning Hound (Standard): 1.10 / 0.43 | 0.65
  • Assassin's Edge (Rare): 1.00 / 0.30 | 0.40
  • Explorer's Path (Rare): 1.27 / 0.00 | 0.13
  • Immediate Execution (Rare): 1.21 / 0.24 | 0.49
  • Nazeistra's Devotion (Ultimate): 0.98 / 0.23 | 0.52
  • Peace Maker (Ultimate): 0.96 / 0.17 | 0.39
  • Perforator (Ultimate): 1.47 / 0.00 | 0.13
Scout Rifles
  • Nightmare Hound (Standard): 1.75 / 0.33 | 0.49
  • Hero's Scar (Rare): 1.63 / 0.41 | 0.47
  • Silly Weeper (Rare): 1.88 / 0.00 | 0.22
  • Sonic Co-op (Rare): 1.31 / 0.57 | 0.69
  • The Age of Innovation (Rare): 1.75 / 0.21 | 0.35
  • Blue Beetle (Ultimate): 1.26 / 0.00 | 0.74
  • Frost Watcher (Ultimate): 1.66 / 0.45 | 0.49
  • Wave of Light (Ultimate): 1.73 / 0.38 | 0.47
High-Power Rounds
Shotguns
  • Gangster (Standard): 0.50 / 0.18 | 1.18
  • Fireworks (Rare): 1.49 / 0.03 | 0.12
  • In a Blink (Rare): 0.50 / 0.18 | 1.04
  • Subconsciousness (Rare): 0.35 / 0.17 | 1.10
  • The Last Knight (Rare): 1.10 / 0.68 | 0.79
  • Executor (Ultimate): 1.66 / 0.03 | 0.19
  • Smithereens (Ultimate): 1.21 / 0.10 | 0.29
  • Hammer and Anvil (Ultimate): 0.50 / 0.22 | 1.05
Sniper Rifles
  • Recipient Unknown (Standard): 2.10 / 0.00 | 0.00
  • Belief (Rare): 1.63 / 0.51 | 0.58
  • Different Dream (Rare): 1.12 / 0.86 | 1.03
  • Forest Gaze (Rare): 2.17 / 0.12 | 0.35
  • Supermoon Z-15 (Rare): 1.68 / 0.43 | 0.56
  • Afterglow Sword (Ultimate): 2.33 / 0.07 | 0.17
  • Piercing Light (Ultimate): 2.45 / 0.12 | 0.15
Launchers
  • Tamed Beast (Standard): 1.56 / 1.16 | 1.24
  • Death Roar (Rare): 2.26 / 0.49 | 0.54
  • Guardian R4 (Rare): 1.17 / 0.30 | 0.30
  • Lightspeed Barrel (Rare): 2.29 / 0.51 | 0.51
  • Vestigial Organ (Rare): 3.70 / 0.30 | 0.50
  • Restored Relic (Ultimate): 1.90 / 0.60 | 0.60
  • Sigvore's Proof (Ultimate): 2.80 / 0.00 | 0.00
Weapon Type-Specific Hidden Stats
{last updated 2/23/2025 --- duplicate section on Shotgun load times removed}

Projectile Speed/Gravity (Launchers)
Launchers fire explosive projectiles which, unlike the bullets of other weapons, are affected by gravity and move at a finite speed. For the purposes of this guide, gravity is qualified based on how far away a Launcher's projectile lands when the Launcher is fired at a fixed angle --- shorter impact distances indicate a higher gravity value.

  • Weapon Name (Rarity): [Projectile Speed] / [Gravity]
  • Tamed Beast (Standard): Medium / High
  • Death Roar (Rare): Medium / High
  • Guardian R4 (Rare): High / Medium
  • Lightspeed Barrel (Rare): Medium / Medium
  • Vestigial Organ (Rare): Low / Low
  • Restored Relic (Ultimate): Low / Medium
  • Sigvore's Proof (Ultimate): Medium / Medium

Burst Count (Tactical Rifles)
While all Tactical Rifles fire at least 2 bullets per pull of the trigger, the actual number of bullets fired per burst is not disclosed as an in-game sheet stat. Though weapon use will disclose this trait naturally (making it more of an open secret than a true hidden stat), it is documented here anyway for ease of reference.

  • Red Eye (Standard): 3 bullets per burst
  • Detachment (Rare): 3 bullets per burst
  • The Unwelcomed (Rare): 3 bullets per burst
  • Viper (Rare): 5 bullets per burst
  • Young Noble's Ambition (Rare): 3 bullets per burst
  • Greg's Reversed Fate (Ultimate): 2 bullets per burst
  • Secret Garden (Ultimate): 4 bullets per burst

Beam Rifle Charge Gain/Depletion Rate
Beam Rifles gain charge as they are fired continuously, but lose charge whenever they are not being fired (however, charge loss will be delayed briefly if these weapons are at the maximum charge level, Level 3, when firing stops). Changes to charge level occur independently of the weapon's Fire Rate stat, and the ratios between base charge gain and depletion rates are typically 1:0.8 between charge levels 1 and 2 and 1:1 between charge levels 2 and 3.

While modifiers to charge rate from Superconductivity Charge (Module) and Tactical Weapon Cores show up on the in-game stat sheet, the base values to which they apply are hidden from view, as is the way that the modifiers apply (as a 1 / (1 + Modifier/100%) multiplier to charge time).

  • Moon Fragment (Standard): 2 charge stages gained per 0.8 seconds
  • Burning 44 (Rare): 1 charge stage gained per second
  • Dimensional Bridge (Rare): 1 charge stage gained per 1.2 seconds
  • Dogma 21 (Rare): 1 charge stage gained per 1.5 seconds
  • Clairvoyance (Ultimate): 1 charge stage gained per 1.5 seconds
  • King's Guard Lance (Ultimate): 2 charge stages gained per 1.5 seconds
  • Voltia (Ultimate): 2 charge stages gained per 1.6 seconds

Beam Rifle Charge Damage Multiplier
Beam Rifles gain a damage multiplier to their Firearm ATK at charge stages above Level 1 (uncharged) which applies separately from most other multipliers to increase Firearm ATK. As a general rule, added damage from charging typically doubles when going from Level 2 charge to Level 3 charge. (Attribute ATK, including bonus Attribute ATK from elemental Enhancement Modules, and faction-specific bonus Firearm ATK are entirely unaffected by the charge damage mechanic.)

Firearm ATK Multiplier
/ Weapon (Rarity)
@ Level 2
@ Level 3
Moon Fragment (Standard)
1.20x
1.40x
Burning 44 (Rare)
1.15x
1.30x
Dimensional Bridge (Rare)
1.75x
2.50x
Dogma 21 (Rare)
1.10x
1.20x
Clairvoyance (Ultimate)
1.15x
1.60x
King's Guard Lance (Ultimate)
1.30x
1.80x
Voltia (Ultimate)
1.25x
1.50x
Weapon Attribute Status Effect Stats
{last updated 2/22/2025 --- incorporates Hotfix 1.2.8}

Burn/Burned (Fire Attribute Status Effect)
  • Duration: 5 seconds
  • Damage Tick Rate: 2 ticks per second (10 ticks total)
  • Damage per Tick: 90% of the triggering hit's final Fire ATK (900% total)
  • Other Effects: None

Electrocution/Electrocuted (Electric Attribute Status Effect)
  • Duration: 3 seconds
  • Damage Tick Rate: 2 ticks per second (6 ticks total)
  • Damage per Tick: 40% of the triggering hit's final Electric ATK (240% total)
  • Other Effects:
    • -3% DEF (effectively an ~0.9% net Firearm ATK increase against normal Level 100 Legion of Darkness and Legion of Immortality monsters)
    • Each tick inflicts ministun, interrupting the actions of monsters with a low stagger resistance

Poison (Toxic Attribute Status Effect)
  • Duration: 5 seconds
  • Damage Tick Rate: 2 ticks per second (10 ticks total)
  • Damage per Tick: (30% + 20% * current Poison stack count) of the first triggering hit's final Toxic ATK (500% total at 1 Poison stack)
  • Other Effects: None

Frostbite (Chill Attribute Status Effect)
  • Duration: 0.8 seconds
  • Damage Tick Rate: N/A
  • Damage per Tick: N/A
  • Other Effects:
    • -100% Action Speed (freeze) to non-Commander Vulgus and Colossus Minions
    • -10%(?) Action Speed (slow) to Vulgus Commanders and Colossi

General Notes
  • All damaging weapon attribute status effects have a 0.5 second delay between initial application and the first damage tick.
  • Damage ticks from weapon attribute status effects cannot deal Firearm Critical Hits or Weak Point Hits (in contrast, status effects from Descendant Skills roll for Skill Critical Hits on each damage tick individually). However, weapon attribute status effects inflicted by Firearm Critical Hits and Weak Point Hits will deal more damage per tick, by way of the weapon's Critical Hit Damage and Weak Point Damage multipliers (along with the weak point's Part Damage factor where applicable) increasing the final Attribute ATK value off of which status damage is scaled.
  • It is not normally possible to extend the duration of a weapon attribute status effect after it has been applied to a monster. (In Poison's case, status stacks applied while the effect is already active will inherit the remaining duration of the first stack.)
More 1: How to Reproduce TFD's DPS Calculations
{last updated 2/22/2025 --- example weapon data predates Hotfix 1.2.7}

Inventory Hover DPS
Step 1: Calculate Raw DPS
Compute raw DPS by multiplying the sum of listed Firearm ATK (multiplied by any present Firearm ATK options) and any present Attribute ATK options by the listed RPM, then dividing by 60 to convert damage per minute to DPS. (For Launchers, substitute Explosive ATK for Firearm ATK and Explosive ATK Option for Firearm ATK Option in the formula below.)

Raw DPS = ( (Firearm ATK * (1 + Firearm ATK Option/100%) ) + Attribute ATK Option) * RPM / 60

For Shotguns specifically, also multiply the result by Shell Capacity to account for their multishot mechanics.

Step 2: Factor in Critical Options
Augment raw DPS based on the weapon's critical hit stats with options added in, accounting for the fact that some shots will deal more damage than standard.

Crit DPS = Raw DPS * (1 + ( Net Crit Rate * (Net Crit DMG - 1) ) ), where
Net Crit Rate = Base Crit Rate * (1 + Crit Rate Option / 100%) and
Net Crit DMG = Base Crit DMG * (1 + Crit DMG Option / 100%).

Step 3: Convert Burst DPS to Sustained DPS
Modify crit DPS by a factor equal to the ratio of the time spent firing 1 full magazine (Net Magazine / RPM) to the sum of the time spent firing the magazine and the time spent reloading that magazine ( (Net Magazine / RPM) + (Reload / 60) ), accounting for the fact that DPS is zero while reloading. For this calculation, use the in-game Reload Time value, not the total load time for a full magazine, for single-load Shotguns.

Sustain DPS = Raw DPS * (Net Magazine / RPM) / ( (Net Magazine / RPM) + (Reload / 60) ), where
Net Magazine = Magazine * (1 + (Rounds Per Magazine Option) / 100%)

Final Step: Apply Correction Factor
For reasons not entirely known at this time (maybe an assumption in the in-game code that the target has 8% damage resistance across the board?), out-of-game calculated sustain DPS is consistently higher than the DPS shown in-game, so divide sustain DPS by an empirical correction factor to obtain a final reproduction of in-game DPS.

Final DPS = Sustain DPS / 1.087

Example: Unfinished Study
Now let's use this process on the Unfinished Study shown earlier.

Pertinent Stats:
  • Firearm ATK: 11736 (Firearm ATK Option: 11.9%)
  • Attribute ATK Option: 1174 (Electric)
  • Rounds per Magazine: 125
  • RPM: 545
  • Reload: 3.01
  • Base Crit Rate: .03 (3%)
  • Base Crit DMG: 1.50x

Step 1: Raw DPS = ( (11736 * (1 + 11.9%/100%) ) + 1174 ) * 545 / 60
~= 129951.4713

Step 2: Crit DPS = 129951.4173 * (1 + (.03 * (1.50 - 1) ) )
~= 131900.7434

Step 3: Sustain DPS = 131900.7434 * (125 / 545) / ( (125 / 545) + (3.01 / 60) )
~= 108228.3231

Final Step: Final DPS = 108228.3231 / 1.087
~= 99566, which is very close to the in-game 99639 (<0.1% error)

Module Settings Screen DPS

Step 1: Calculate Raw DPS
Compute raw DPS by multiplying the sum of Firearm ATK (multiplied by any present Firearm ATK options/Modules) and any present Attribute ATK options (multiplied by any matching non-Enhancement Attribute ATK Module effects) by RPM, then dividing by 60 to convert damage per minute to DPS. (For Launchers, substitute Explosive ATK for Firearm ATK, Explosive ATK Option for Firearm ATK Option, and Explosive ATK Mod for Firearm ATK Mod in the formula below; as well, ignore Firearm ATK modifiers from most Modules.)

Raw DPS = ( (Firearm ATK * (1 + Firearm ATK Option/100% + Firearm ATK Mod/100%) ) + (Attribute ATK Option * (1 + Attribute ATK Mod/100%) ) * Net RPM / 60, where
Net RPM = Base RPM / (1 - Fire Rate Mod / 100%)

For Shotguns specifically, also multiply the result by (Shell Capacity * (1 + Shell Capacity Mod / 100%) ) to account for their unique multishot mechanics.

Step 2: Factor in Critical Options and Modules
Augment raw DPS based on the weapon's critical hit stats with options and Modules added in, accounting for the fact that some shots will deal more damage than usual.

Crit DPS = Raw DPS * (1 + ( Net Crit Rate * (Net Crit DMG - 1) ) ), where
Net Crit Rate = Base Crit Rate * (1 + Crit Rate Option / 100% + Crit Rate Mod / 100%) and
Net Crit DMG = Base Crit DMG * (1 + Crit DMG Option / 100% + Crit DMG Mod / 100%).

Step 3: Convert Burst DPS to Sustained DPS
Modify crit DPS by a factor equal to the ratio of the time spent firing 1 full magazine (Net Magazine / Net RPM) to the sum of the time spent firing the magazine and the time spent reloading that magazine ( (Net Magazine / Net RPM) + (Net Reload / 60) ), accounting for the fact that DPS is zero while reloading.

Sustain DPS = Raw DPS * (Net Magazine / Net RPM) / ( (Net Magazine / Net RPM) + (Net Reload / 60) ), where
Net Magazine = Base Magazine * (1 + Rounds Per Magazine Option / 100% + Rounds Per Magazine Mod / 100%).
Net RPM = Base RPM / (1 - Fire Rate Mod / 100%), and
Net Reload = Base Reload * (1 - Reload Mod / 100%)

Final Step: Apply Correction Factor
For reasons not entirely known at this time (maybe an assumption in the in-game code that the target has 8% damage resistance across the board?), out-of-game calculated sustain DPS is consistently higher than the DPS shown in-game, so divide sustain DPS by an empirical correction factor to obtain a final reproduction of in-game DPS.

Final DPS = Sustain DPS / 1.087

Example: Unfinished Study
Now let's use this process on the Unfinished Study shown earlier.

Pertinent Stats:
  • Firearm ATK: 11736 (Firearm ATK Option: 11.9%)
  • Attribute ATK Option: 1174 (Electric)
  • Firearm ATK Mod: 18.6% (Rifling Reinforcement @ Enhance 5)
  • Base Rounds per Magazine: 125
  • Base RPM: 545
  • Fire Rate Mod: 12.9% (Weak Point Quick Fire @ Enhance 4)
  • Base Reload: 3.01
  • Base Crit Rate: .03 (3%)
  • Base Crit DMG: 1.50x

Step 1: Net RPM = 545 / (1 - 12.9% / 100%) ~= 625.7176
Raw DPS = ( (11736 * (1 + 11.9%/100% + 18.6%/100%) ) + 1174 ) * (Net RPM) / 60
~= 171962.6215

Step 2: Crit DPS = 171962.6215 * (1 + (.03 * (1.50 - 1) ) )
~= 174502.0608

Step 3: Sustain DPS = 174502.0608 * (125 / Net RPM) / ( (125 / Net RPM) + (3.01 / 60) )
~= 139508.5021

Final Step: Final DPS = 139508.5021 / 1.087
~= 128343, which is very close to the in-game 128323 (<0.02% error)

Notes
  • Due to precision limitations on the values shown in-game, in-game calculations (using exact values) and out-of-game calculations (using rounded values) will disagree slightly. However, they should be within ~1% of each other if done correctly.
  • Inventory Hover DPS (with "View module stats" disabled) does not account for bonus damage from faction damage options, weak point damage, or Ultimate Weapons' temporary/conditional effects. It also does not account for Beam Rifle charge stages and reload mechanics specific to single-load Shotguns (load time per round and post-load animation canceling).
  • In addition to the factors not accounted for in Inventory Hover DPS, Module Settings Screen DPS (and Inventory Hover DPS with "View module stats" enabled) misrepresents the actual effects of Reload Time Modifier and does not account for bonus damage from attribute Enhancement Modules or temporary/conditional effects from most Ultimate Modules. However, the following Ultimate Modules are exceptions to the rule and are factored in as if their effects are always active:
    • [Attribute] Conductor
    • Dopaminergic Activation
    • Strengthen First Shot
    • Special Sight and Weak Point Expansion (no net effect on DPS calculations)
  • Options from Weapon Cores stack additively with non-Core Options of the same type (##% and 0.###x formats are equivalent for type identification purposes).
More 2: Hard Mode Damage Reduction Factors
{last updated 1/25/2025}

Level 100 Vulgus (Laboratory Baseline)
Resistance \ Faction
Legion of Darkness
Legion of Immortality
Order of Truth
DEF (Firearm/Sub Non-Attribute)
~61.35%
~57.04%
0%
Non-Attribute (Skill)
~61.35%
~57.04%
0%
Fire
~61.36%
~52.04%
~54.73%
Electric
~56.45%
~57.05%
0%
Toxic
~56.45%
~48.44%
~59.69%
Chill
~52.90%
~52.04%
~54.73%

Level 100 Vulgus (400% Infiltration Estimate)
Resistance \ Faction
Legion of Darkness
Legion of Immortality
Order of Truth
DEF (Firearm/Sub Non-Attribute)
~80.63%
~77.69%
0%
Non-Attribute (Skill)
~69.57%
~65.67%
0%
Fire
~69.57%
~60.98%
~63.52%
Electric
~65.12%
~65.67%
0%
Toxic
~65.12%
~57.51%
~68.08%
Chill
~61.80%
~60.98%
~63.52%

Hard Colossi
Colossus \ Resistance
DEF (Firearm/Sub
Non-Attribute)
Non-Attribute (Skill)
Normal Attribute
Executioner (baseline)
~71.81%
~71.81%
~71.81% (Chill)
Executioner (w/ Shield Surge)
~81.52%
TBA
TBA (Chill)
Dead Bride
~66.96%
~66.96%
~66.96% (Electric)
Devourer
~72.86%
~72.86%
~72.86% (Fire)
Pyromaniac
~78.13%
~62.71%
~62.71% (Toxin)
Swamp Walker
~73.68%
~73.68%
~73.68% (Fire)
Obstructer
~73.99%
~73.99%
~73.99% (Fire)
Frost Walker
~74.30%
~74.30%
~74.30% (Electric)
Molten Fortress
~74.60%
~74.60%
~74.60% (Toxin)
Gluttony
~74.60%
~74.60%
~74.60% (Electric)
Death Stalker
~74.60%
~74.60%
~74.60% (Fire)

Abyss Colossi
Resistance \ Colossus
Infernal Walker
Defiler
DEF (Firearm/Sub Non-Attribute)
~78.37%
~78.37%
Non-Attribute (Skill)
~78.37%
~78.37%
Fire
~94.59%
~78.37%
Electric
~89.18%
~56.73%
Toxic
~85.56%
~94.59%
Chill
~56.73%
~89.18%
More 3: Sub Attack Stats/Mechanics
{last updated 1/25/2025}

Sub Attack Stats
Unless otherwise specified, the base damage to which Sub Attack Power Modifier is applied is equal to 100% of Sub Attack Power.
Sub Attack
Sub Attack Power Modifier
Base Cooldown
Quick Effect
Heavy Effect
Slam Effect
Grapple Effect
Uncharged Attack
1.000x
-
None
-
-
-
Default Attack
3.125x
8.0s
Knockback
Knockback
Knockback
Knockback
Shock Punch
5.000x
10.0s
Knockback
Knockdown
Knockback
Knockdown
Kicking
4.000x
8.0s
Knockback
Knockback
Knockdown
Knockdown
Tonfa
2.250x
8.0s
Knockback
Knockback
Knockdown
Knockdown
Dual Claw (Direct)
3.250x
8.0s
None
None
Knockback
Knockdown
Dual Claw (Bleed Status)
1.625x
(1.000x = 5% of Sub Attack Power)
-
-
-
-
-
Short Sword
3.125x
6.0s
None
None
Knockdown
Knockdown
Sub Attack Mechanics
  • Each type of Charged Sub Attack has 4 attack variants which trigger in specific contexts, all of which have the same damage multiplier and share the same cooldown:
    • Quick attacks, typically characterized by shorter attack animations, trigger when one Sub Attacks on the ground while not sprinting or while already within melee range of the closest enemy in front or to the sides. (Uncharged attacks use this attack variant in all contexts.)
    • Heavy attacks, typically characterized by longer attack animations and a lunging motion, trigger when one Sub Attacks on the ground while sprinting or while the closest enemy in front is out of melee range but within a much larger targeting range.
    • Slam attacks trigger when one Sub Attacks in the air, forcing the Descendant straight downward and triggering a point-blank area of effect on impact with the ground.
    • Grapple attacks trigger when one Sub Attacks mid-grapple, ending the grapple and executing an aerial strike at speed.
  • Base damage from Sub Attacks is generally determined via the multiplication of Sub Attack Power by Sub Attack Power Modifier.
    • Sub Attack Power is granted by one's Reactor based on its level, scaling from 40 at level 1 to 20,557 at level 100. Sub Attack Power options on Rare/Ultimate Reactors can increase the base value by up to 19.1% (Reactor level 81+).
    • Sub Attack Power Modifier, also known as Sub Attack Damage, is an intrinsic property of each Sub Attack type which can be increased additively (akin to how Skill Power Mod effects stack on Skills' base multipliers) by Active Volcano's 4 Set effect (+0.066x from Volcanic type External Components) and the self-buff of (Ultimate) Ajax's Void Explosion (+0.800x/+2.100x from normal/Enhanced skill use). (Contrary to its description as of game version 1.1.6, the Void Explosion self-buff improves both uncharged and Charged Sub Attacks.)
  • Sub Attacks use their own Non-Attribute damage type and therefore cannot trigger or be influenced by Firearm- or Skill-specific damage mechanics such as critical hits, weak point hits, or attribute status effects. However, increases and reductions to Outgoing DMG Modifier do apply to Sub Attack damage output, and the Sub Attack damage type is resisted by the target's DEF in the same fashion as Firearms' Non-Attribute damage types.
  • Sub Attacks are generally not Skills and, therefore, are not affected by the skill-interrupting auras of certain Champions. However, Charged Sub Attack cooldowns are affected by modifiers to general Skill Cooldown.
    • As well, the duration of Dual Claw's unique Bleed status (which normally deals its DoT damage every 0.5 seconds for 5 seconds) is affected by modifiers to Skill Duration.
  • Anti-Void Shields and Arche Barriers (first introduced in Season 2's Void Vessel missions) treat Sub Attack hits as Skill hits (resisted by Arche Barriers but 100% effective against Anti-Void Shields). This behavior can be utilized in a pinch to break out of certain "soft-locks" against Anti-Void Shields in particular (e.g., default kit Gley without enough Power of Life to activate Life Siphon or Massacre).
    • Indeed, every Anti-Void Shield blocking a Void Vessel secret area or powering a trap corridor can theoretically be broken with well-placed grapple or slam attacks (though some of the more isolated ones, such as the ones in ceilings, may take a few tries to learn the correct attack timing). However, as these shields have 250,000 to 1,000,000 HP in Hard Mode (25,000 to 100,000 HP in Normal Mode) while Sub Attack damage is limited to approx. 100,000 at best (approx. 140,000 on a Void Explosion Ajax), using Sub Attacks alone to break them is generally not practical outside of Normal Mode Void Vessels.
More 4: Weak Point Hit Mechanics
{last updated 2/20/2025 --- incorporates Hotfix 1.2.8}

TL;DR: All Firearms deal more damage to monster weak points, even those with a 1x base multiplier. Therefore, you should always aim for weak points where weapon accuracy allows for reliable hits.

Overview
  • Most monsters have areas on their bodies, called Weak Points, which are especially vulnerable to kinetic attack. Firearm attacks that hit these regions trigger Weak Point Hits and gain a universal weapon damage multiplier (formerly a multiplier to non-attribute weapon damage only) based on the mounted Firearm's Weak Point Damage factor and the attacked weak point's Part Damage factor (unofficial name).
    • Weak Point Damage Multiplier (Net) = Weak Point Damage (Firearm) + Part Damage, where Weak Point Damage (Firearm) = Weak Point Damage (Base) * (1 + Weak Point Damage Mod/100% + Weak Point Damage Option/100%)
  • Weak Point Damage bonuses apply multiplicatively with other bonuses to weapon ATK (such as Critical Damage and Advantage Affinity DMG).
  • Non-Firearm projectiles that hit a weak point will generally not trigger weak point hits or benefit from weak point damage bonuses (but will still apply their standard effects).
    • Exceptions: Gley's Massacre (or Demonic Modification) and Hailey's Zenith (or Supercooled Kuiper Round) can trigger weak point hit effects; however, only the Firearm ATK portion of the hit will be boosted by weak point damage bonuses.

Vulgus Weak Points
  • All Vulgus weak points (humanoid Vulgus heads, Legion of Immortality chest cores, Bulgebrute bulges, etc.) have a Part Damage factor of 0.5, resulting in a net Weak Point Damage multiplier of at least 1.4x against these spots for all Firearms (based on a 1.00x base multiplier being reduced to 0.90x by a maxed Compulsive Magazine Module) on Descendants other than Hailey (at least 0.9x on Hailey after accounting for her passive skill's maximum Weak Point Damage malus of -50% at point-blank range).
  • Additional weapon damage from weak point hits against Vulgus in particular can negated entirely by the 250%-exclusive Infiltration Operation modifier "Weak Point Damage Not Applied". (While the Partial Hardening buff on certain Vulgus Champions supposedly increases the weak point damage they take, early Season 2 field data indicates that Partial Hardening Champions are not actually any more vulnerable to weak point damage than their non-Champion brethren.)
  • The following Vulgus Commander invincibility mechanics require weak point hit-capable damage sources to disarm, but do not apply weak point damage bonuses:
    • Eterlick's energy shield (shoot the shield emitters)
    • Plaudia, Dmigor, and Celdir's partial hardening (shoot the sphere on the Commander's head)

Colossus Weak Points
Part Damage factors are far more variable for Colossi than they are for non-Colossus monsters, ranging from 0.1 to 0.5 based on the type of part being attacked. In general, though, optional weak points that are small and hard to hit, such as the Sensors on the heads of most humanoid Colossi, have a higher Part Damage factor than other weak points, and this factor applies to both the destructible/removable part and the weak point uncovered upon its destruction. (Note: Parts identified as Destructible During Frenzy, although they are indeed more vulnerable than the rest of the Colossus while Frenzied, are technically not weak points.)
Walker Class Colossi
The following Part Damage factors are applicable for Grave Walker, Swamp Walker, and Frost Walker (applicability to Infernal Walker has not yet been verified):
  • Core Cover/Core: 0.1 (Grave Walker) / 0.25 (other Walkers)
  • Shell: 0.1 (Grave Walker) / 0.25 (other Walkers)
  • Sensor: 0.2 (Grave Walker) / 0.375 (other Walkers)
  • Helmet/Brain: 0.3 (Grave Walker) / 0.5 (other Walkers)
Fatale/Duelist Class Colossi
The following Part Damage factors are applicable for both Fatale class Colossi (Stunning Beauty and Dead Bride) and Duelist class Colossi (Executioner, Pyromaniac, and Obstructer):
  • Shoulder: 0.25
  • Balancer: 0.375
  • Core Cover/Core: 0.375
  • Sensor: 0.5
Brute Class Colossi
The following Part Damage factors are applicable for Devourer and Gluttony (applicability to Defiler has not yet been verified):
  • Core Cover/Core: 0.25
  • Shoulder: 0.25
  • Balancer: 0.25
  • Sensor: 0.5
Unique Colossi
The following Part Damage factors are applicable for Hanged Man, Molten Fortress, and Death Stalker:
  • Hanged Man
    • Shoulder: 0.25
    • Core Cover/Core: 0.25
    • Sensor: 0.375
    • Rear Cover: 0.5
  • Molten Fortress
    • Armor: 0.25
    • Core Cover/Core: 0.25
    • Helmet: 0.25
    • Lower Jaw: 0.25
    • Sensor: 0.5
  • Death Stalker
    • Balancer: 0.25
    • Core Cap/Core: 0.375
    • Back Core Cap/Back Core: 0.5
    • Sensor: 0.375
More 5: Module Socket Quick Reference Matrix
{last updated 3/7/2025}

Category \ Socket
Cerulean
Almandine
Malachite
Xantic
Rutile
Attribute / Arche
Chill / ---
Fire / Tech
Non-Attribute / Dimension
Electric / Fusion
Toxin / Singular
Survival/Resource (Descendant)
-Max HP
-Max Shield
-Incoming DMG Modifier
-Shield Recovery
-Critical Hit Resistance
-Status Effect Immunity
-Max MP
-Skill Cost
-HP Recovery
-MP Recovery
-Custom Resource Recovery
-DEF
-All Attribute Resistance
Offensive (Descendant)
-Firearm ATK
-Fire Rate
-Skill Speed & Range Increase Modifier
-Skill Critical Hit Rate
-Skill Critical Damage
-Skill Power (Unconditional)
-Skill Power Mod (Unconditional)
-Skill Cooldown
-Skill Power (Conditional)
-Skill Power Mod (Conditional)
-Skill Damage from Shield/HP
-Skill Effect Range
Utility (Descendant)
---
-Dispel Colossus Buffs
-Sub Attack Enhancement
-Grappling Hook Enhancement
-Reduce Enemy Recovery
-HP Heal
-Skill Duration
-Enemy Knockdown
Offensive (Weapon)
---
-Firearm Critical Hit Rate
-Firearm Critical Damage
-Firearm ATK
-Explosive ATK
-Weak Point Damage
-Advantage Affinity Damage Coefficient
-Fire Rate
-Beam Rifle Charging Speed
-Explosion Radius
-Shell Capacity
-Reduce Enemy Critical Hit Resistance
Utility (Weapon)
-Reload Time Modifier
-Rounds per Magazine
-Instant Reload
-Weapon Change Speed
-Movement Speed
-Movement Speed While Aiming
-Maximum Rounds
-Rounds Conversion
-Negate Ammo Consumption
-Recoil
-Accuracy
-Enemy Knockdown
-DEF
Weapon Core Type / Color
Tactical / Green
Hit / Red
Firepower / Orange
Attribute / Blue
Precision / Yellow
Weapon Core Options
-Attribute Status Effect Trigger Rate
-Rounds per Magazine
-Fire Rate
-Reload Time Modifier
-Beam Rifle Charge Gain Rate
-Weak Point Damage
-Firearm Critical Hit Rate
-Firearm Critical Hit Damage
-Firearm ATK
-Explosive ATK
-Bonus Firearm ATK vs. Colossus
-Fire ATK
-Chill ATK
-Electric ATK
-Toxic ATK
-Recoil
-Hip Fire Accuracy
-Weapon Change Speed
-Sprint Speed
-Grappling Hook Charge Time
-Aimed Shot Accuracy
More 6: Ammo Stats/Mechanics
{last updated 1/7/2025 [incorporates Hotfix 1.2.3]}

Ammo Drop/Conversion Values (against Vulgus)
Weapon Type \ Drop Type
General Rounds
Special Rounds
Impact Rounds
High-Power Rounds
General Rounds (White)
200
100
100
---
Special Rounds (Orange)
60
120
60
---
Impact Rounds (Green)
12
12
25
---
High-Power Rounds (Purple)
4
4
4
2
Ammo Drop/Conversion Values (against Colossi)
Weapon Type \ Drop Type
General Rounds
Special Rounds
Impact Rounds
High-Power Rounds
General Rounds (White)
400
224
360
---
Special Rounds (Orange)
121
270
214
---
Impact Rounds (Green)
23
27
90
---
High-Power Rounds (Purple)
8
9
15
4
Other Ammo Stats & Mechanics
  • By default, all Descendants can carry up to 400 General Rounds, 270 Special Rounds, 90 Impact Rounds, and 50 High-Power Rounds (formerly 25 High-Power Rounds) in reserve.
  • Descendants always (re)spawn with 300 General Rounds, 220 Special Rounds, 60 Impact Rounds, and 15 High-Power Rounds, regardless of what weapons are equipped or how much ammo they had in reserve prior to their most recent death or other spawn-triggering event.
  • Equipped weapons start with empty magazines and are automatically loaded from the Descendant's starting rounds on initial spawn. On respawn after a death, equipped weapons with at least 1 shot remaining in their magazines retain their loaded ammo instead of being loaded from starting reserves.
  • In the event that the Descendant's starting reserves are insufficient to fully load all equipped weapons' empty magazines, weapon 1 (top slot in Inventory) is always loaded first. If any reserves remain after loading weapon 1, the game will attempt to fully load weapon 2 as well, with the remainder (if any) going to weapon 3.
  • Unequipping a weapon attempts to load its replacement (if any) with ammo from the old weapon's magazine before pulling from reserves. Any excess ammo from the old weapon is returned to reserves, subject to capacity limitations.
  • While dropped rounds are the primary means of ammo resupply for most Descendants, the following interactions and events also replenish ammo:
    • Starting a Void Intercept Battle or Normal Mode Infiltration Operation adds ammo until the Descendant is carrying 300 General Rounds, 220 Special Rounds, 60 Impact Rounds, and 15 High-Power Rounds in reserve (this replenishment occurs after weapons have already been loaded from initial reserves).
    • Interacting with a Support Drone in the Laboratory (no cooldown) adds ammo until the Descendant is carrying 300 General Rounds, 220 Special Rounds, 60 Impact Rounds, and 15 High-Power Rounds in reserve. (This interaction also replenishes Descendant resources and skill charges.)
    • Interacting with a Support Drone in a Field or Special Operation (10 second cooldown) adds ammo until the Descendant is carrying 300 General Rounds, 220 Special Rounds, and 60 Impact Rounds in reserve.
    • Interacting with a Support Drone in any other location (60-300 second cooldown) restores 100 General Rounds if current reserves for that ammo type are 200 or less; otherwise, it adds ammo until the Descendant is carrying 300 General Rounds.
  • Ammo restoration from most sources cannot be scaled, only converted from one type to another using Rounds Conversion Modules. However, ammo-recovering Descendant Skills (primarily Enzo's kit) replenish a percentage of maximum rounds and, therefore, can be made more effective by maximum rounds bonuses from passive skills, Modules, and External Component set bonus effects.
More 7: Unique Weapon Mechanics
{last updated 2/7/2025}

Mechanics
  • Certain Descendants are able to summon a weapon at will using skills. Weapons from skills, generally referred to as Unique Weapons, are classed as both weapons and skills, allowing them to benefit from both sets of modifiers.
  • Skills that summon Unique Weapons are only usable while the Descendant has a mounted weapon, so it is not possible to wield a Unique Weapon while unarmed.
  • Unique Weapons overwrite the base stats of the mounted weapon with their own base weapon stats (fire rate, accuracy, recoil, etc.) while they are active. However, the mounted weapon's Module loadout and Options (but not Options from Weapon Cores) are not negated, applying their effects to both the Unique Weapon and the mounted weapon for the duration.
  • In addition to the applicable skill stat modifiers, the following weapon stat modifiers, permanent and temporary, apply to all Unique Weapons:
    • Rounds per Magazine (impacts the amount of ammo loaded on Unique Weapon summon)
    • Fire Rate (including Sharp Precision Shot's ramping Fire Rate buff)
    • Accuracy
    • Recoil
    • Movement Speed (all types)
    • Ammo Consumption (typically 1 per shot, but can be reduced to 0 by specific temporary effects)
  • Certain Unique Weapons copy the base Firearm ATK Affinity (Piercing/Crush/Burst) and value of the mounted weapon, along with its base Attribute ATK type and value (if present), on summon. The following weapon stat modifiers apply only to the weapon damage component (Firearm ATK + weapon Attribute ATK) of this subset of weapons:
    • Firearm ATK
    • Attribute ATK (including base Attribute ATK from weapon Options, Enhancement Modules, and Inversion Reinforcer effects), but not "All Attribute Damage" (which, despite the name, only affects skill damage)
    • Firearm Critical Hit Rate
    • Firearm Critical Hit Damage
    • Weak Point Damage
    • Affinity Advantage Damage Coefficient
  • The following weapon stat modifiers and effects never apply to Unique Weapons:
    • Explosive ATK (Unique Weapons cannot inherit base Explosive ATK from mounted weapons)
    • Max General/Special/Impact/High-Power Rounds (Unique Weapons do not use standard ammo)
    • All round conversion effects (however, the mounted weapon will still gain reserves from converted ammo drops)
    • Reload Time Modifier (Unique Weapons cannot be reloaded)
    • Shell Capacity (pellet count is fixed to 1 for all Unique Weapons)
    • Weapon Change Speed (it is not possible to change away from an active Unique Weapon)
    • Unique Abilities from the Descendant's own mounted Ultimate Weapon (summoning a Unique Weapon counts as a weapon change)
    • Auto-loading effects from Modules (Unique Weapons have no reserves from which auto-loading effects can reload the magazine)
  • All Unique Weapons with a skill damage component can trigger skill critical hits. Unique Weapons with a Firearm ATK component can also trigger firearm critical hits, weak point hits, Affinity Advantage hits, and firearm attribute status effects. (Note: Weak point hit capability has no bearing on a Unique Weapon's ability to damage Colossus body parts.)
  • Unique Weapon shots are always classed as Skills by Anti-Void Shields and Arche Barriers, regardless of whether these shots have a Firearm ATK component. As the Skill ATK component of a Unique Weapon shot must deal damage in order for its Firearm ATK component to apply as well, this makes Unique Weapons categorically useless against Arche Barriers in particular.
List of Unique Weapons
  • Freyna's Venom Baptism: Skill damage only (Toxic), base magazine of 45, base Fire Rate of 451 RPM, base movement speed while sprinting/moving/firing/aiming of 800/435/255/165, base hip fire/aimed shot accuracy of 66.66/72.22
  • Lepic's Overkill/Increased Efficiency: Skill damage only (Fire), base magazine of 1 (but Ammo Consumption is always 0), base Fire Rate of 46 RPM (30 RPM for Increased Efficiency variant), base movement speed while sprinting/moving/firing/aiming of 800/460/250/278 (800/440/250/278 for Increased Efficiency variant), base hip fire/aimed shot accuracy of 83.06/88.88
  • Luna's Stage Presence: Skill damage only (Non-Attribute), starts with 30 rounds of 55 maximum (Rounds per Magazine scales starting rounds only). Base Fire Rate of 316 RPM (Fire Rate modifiers do not affect this Unique Weapon's Note scroll rate), base movement speed while sprinting/moving/firing/aiming of 800/630/630/630, base hip fire/aimed shot accuracy of 66.66/72.22
  • Gley's Massacre/Demonic Modification: Skill damage (Non-Attribute) and Firearm ATK, non-scaling magazine equal to consumed Power of Life. All mounted weapon base stats, other than the following, are inherited by the Unique Weapon:
    • Massacre: Hip fire/aimed shot accuracy (90/92.22), Firearm ATK multiplier at end of effective range (0.5x), and all recoil/crosshair related hidden stats (TBD)
    • Demonic Modification: Fire Rate (60 RPM), movement speed while sprinting/moving/firing/aiming (800/630/630/630), True Aim max stacks (30 stacks ~ 3 seconds), hip fire/aimed shot accuracy (70/83.33), Firearm critical hit rate/damage (20%/1.80x), Firearm Affinity (Burst), Firearm status rate (50%), Weak Point Damage (1.20x), effective range/ATK falloff factor (15m-35m/0.3x), and all recoil/crosshair related hidden stats (TBD)
  • Valby's Laundry Bomb/Singing Water: Skill damage only (Non-Attribute), base magazine of 15 (5 for Singing Water variant), base Fire Rate of 300 RPM (120 RPM for Singing Water variant), base movement speed while sprinting/moving/firing/aiming of 800/480/300/210, base hip fire/aimed shot accuracy of 98.88/100 [Launcher weapon type]
  • Hailey's Zenith/Supercooled Kuiper Round (SKR): Skill damage (Chill) and Firearm ATK, base magazine of 4, base Fire Rate of 70 RPM (60 RPM for SKR variant), base hip fire/aimed shot accuracy of 27.77/100 (50/100 for SKR variant), effective range/Firearm ATK falloff factor of 50m-80m/0.6x, Penetration of 1000. Unique Weapon stats not already specified, other than recoil/crosshair related hidden stats, are inherited from the mounted weapon.
  • Jayber's Multi-purpose Gun: Skill damage only (Non-Attribute), base magazine of 12, base Fire Rate of 150 RPM, base movement speed while sprinting/moving/firing/aiming of 1000/843/618/506, base hip fire/aimed shot accuracy of 86.66/89.44
More 8.1: Affinity Mechanics
{last updated 1/25/2025}

Definitions
  • Affinity: The secondary damage type of non-attribute weapon damage (applies to both Firearm ATK and Explosive ATK). Three Affinity types exist, Piercing (Pierce), Crush, and Burst.
Affinity Advantage Mechanics
  • All monsters have an inherent Affinity against which the Affinity of incoming Firearm or Explosive ATK is compared. If the Affinity of incoming weapon damage trumps the monster's Affinity, the weapon hit counts as an Affinity Advantage hit, and an Affinity Advantage DMG Multiplier, also known as a Superior Type Damage Multiplier, is applied to that damage instance's Firearm/Explosive ATK component on top of any other applicable weapon damage multipliers.
    • In rock-paper-scissors fashion, Piercing trumps Crush, Crush trumps Burst, and Burst trumps Piercing.
    • Damage numbers from Affinity Advantage hits are displayed in green by default. However, if Affinity Advantage hits are also Weak Point Hits (yellow) or Firearm Critical Hits (orange), the display colors for those mechanics will always take priority, with the latter also taking priority over the former.
  • Each faction of Vulgus, as well as each type of Colossus minion, has a single Affinity. Scanning these monsters with Ecive will reveal their Affinity's weakness for a short time.
    • Roly-Polies and all Legion of Darkness monsters have a Crush Affinity (weak to Piercing).
    • All Legion of Immortality monsters have a Burst Affinity (weak to Crush).
    • KingFishers, Hummingbirds, and all Order of Truth monsters have a Pierce Affinity (weak to Burst).
  • Like other monsters, Colossi have a primary Affinity that applies across their body and exposed weak points. Unlike other monsters, however, Colossi also have secondary and tertiary Affinities that apply specifically to their destructible/removable parts.
    • Scanning Colossi with Ecive only shows the main body's Affinity weakness. This limitation can be circumvented by studying the Affinity weakness data provided by Albion prior to entering an Intercept Battle.
    • While primary, secondary and tertiary Affinities generally vary from Colossus to Colossus, all Colossi of the same class have a similar distribution of secondary and tertiary Affinities across their destructible/removable parts.
  • Each group of weapons available to Descendants has a specific Affinity:
    • All Assault Rifles, Handguns, Beam Rifles, and Launchers have a Piercing Affinity.
    • All Machine Guns, Scout Rifles, and Sniper Rifles have a Crush Affinity.
    • All Submachine Guns, Tactical Rifles, Hand Cannons, and Shotguns have a Burst Affinity.
    • Unique Weapons have no Affinity of their own, instead inheriting the Affinity of the mounted weapon for all outgoing Firearm ATK while they are active.
  • All weapons start with the same base Affinity Advantage DMG multiplier. Affinity Advantage DMG Modifier bonuses from Overwhelm Ultimate Modules multiply the base factor further by up to 58.1%.
    • Against non-Colossus monsters, the base Affinity Advantage DMG multiplier is 1.10x (+10%). At maximum Overwhelm effect, this multiplier increases to 1.7391x (+73.91%).
    • Against most Colossi, the base Affinity Advantage DMG multiplier is 1.20x (+20%). At maximum Overwhelm effect, this multiplier increases to 1.8972x (+89.72%).
    • Against Dead Bride in Hard Mode only, the base Affinity Advantage DMG multiplier is 1.32x (+32%). At maximum Overwhelm effect, this multiplier increases to 2.08692x (+108.692%).
More 8.2: Attribute Mechanics
{split from original More 8 section on 1/7/2024 due to character limitations}

Definitions
  • Attribute: TFD's version of elements and the primary damage type of skills. Five Attribute types exist, four of which are also usable on weapons: Non-Attribute (skills only), Fire, Electric, Toxin (Toxic), and Chill (Frost).

Attribute Resistance Mechanics/Notes
  • Attributes other than Non-Attribute relate to each other as follows:
    Lightly Opposed (X)
    Aligned (|)
    Aligned (|)
    Strongly Opposed (--)
    Fire
    Chill
    Strongly Opposed (--)
    Electric
    Toxic
  • The following rules of thumb apply to Colossus Attribute Resistances:
    • Non-Attribute Resistance and DEF are usually, but not always, equal to each other and to the Colossus's Normal Attribute Resistance.
    • Relative resistance levels for other Attributes are set based on the Colossus's attack Attribute and the fixed relationships between these Attributes --- see the table below.
      Relation to Attack Attribute
      Resistance Strength
      Resistance Magnitude (DMG Efficiency)
      Self
      Very Strong
      ~200-250% of DEF (~0.63-0.70x min)
      Aligned
      Strong
      ~150% of DEF (~0.82x min)
      Lightly Opposed
      Normal
      100% of DEF (1.00x)
      Strongly Opposed
      Very Weak
      ~50% of DEF (~1.41x max)
  • The following rules of thumb apply to Vulgus Attribute Resistances:
    • Non-Attribute Resistance is always equal to DEF by default.
    • Relative resistance levels for other Attributes are set based on the Faction Attribute and the fixed relationships between these Attributes --- see the table below.
      Relation to Faction Attribute
      Resistance Strength
      Resistance Magnitude (DMG Efficiency)
      Self
      Normal
      100% of DEF (1.00x)
      Aligned
      Weak
      ~66.7% of DEF (~1.22x max)
      Lightly Opposed
      Weak
      ~66.7% of DEF (~1.22x max)
      Strongly Opposed
      Very Weak
      ~50% of DEF (~1.41x max)
    • Relative to the Attribute Resistances of the Order of Truth of the same strength at a fixed monster level, the Attribute Resistances of the Legion of Darkness at that level are about 15% higher while those of the Legion of Immortality are about 20% lower.
    • The Faction Attributes of the Vulgus are Fire (Legion of Darkness), Electric (Legion of Immortality), and Toxic (Order of Truth).
    • Exception: For the Order of Truth only, DEF, Non-Attribute Resistance, and Electric Resistance are 0 at all levels. (For Attribute Resistance calculation purposes, substitute Toxin Resistance for DEF.)
  • Regardless of monster type, scanning a monster with Ecive will reveal their attack or faction Attribute's weapon Attribute weakness (that is, the Attribute among Fire, Electric, Toxin and Chill for which their Attribute Resistance is lowest) for a short time.
  • Descendants also have base Attribute Resistances for all Attribute types other than Non-Attribute (all sources of monster Non-Attribute ATK are resisted by DEF instead). At all levels, Non-Attribute Descendants have 12 points of each resistance type while all other Descendants have 13 points of their attack Attribute resistance and 11 points each of the other three resistances.
  • As a general rule of thumb, attacks from monsters with a high proportion of Attribute ATK relative to Non-Attribute ATK are color-coded as follows:
    • Fire: Orange/Red (example: Storm Warrior rockets)
    • Electric: Light Blue/Purple (example: Slaughterer homing shots)
    • Toxic: Green (example: Warden mines)
    • Chill: Dark Blue/White (example: Goroth's rockets)
    • Non-Attribute Only: Yellow (example: bombardments during Barrier Deactivation objectives)
Attribute Damage Notes
  • Although Attribute damage is a common mechanic between weapons and skills, the only force multipliers that apply equally to both weapon-based and skill-based Attribute damage output are the Descendant's Outgoing DMG Modifier, the target's Attribute Resistances, and the target's Incoming DMG Modifier.
    • Despite the name, All Attribute Damage modifiers, such as the one from Multitalented's Singular skill activation effect, do not actually increase the Attribute ATK of weapons. Rather, they add a certain amount of every type of Attribute-specific Skill Power Boost Ratio at once (stacking additively with specialized sources such as Battle group Specialist Modules, External Component set bonuses, and Reactors' Attribute synergy bonuses).
More 9: Monster Damage Resistance Mechanics
{Added 12/28/2024 by popular demand}

Overview
  • Damage dealt by the Descendant to monsters generally does not apply at its full value. The proportion of a given damage instance that does apply is primarily a function of the monster's Damage Resistance stats.
  • Monsters have six different Damage Resistance stats, one for each set of major player-side damage types:
    • DEF (Defense): Mitigates incoming Firearm ATK, Explosive ATK, and Sub Attack Damage.
    • Non-Attribute Resistance: Mitigates incoming Non-Attribute Skill Damage.
    • Fire Resistance: Mitigates incoming Fire ATK and Fire Skill Damage.
    • Electric Resistance: Mitigates incoming Electric ATK and Electric Skill Damage.
    • Toxin Resistance: Mitigates incoming Toxic ATK and Toxic Skill Damage.
    • Chill Resistance: Mitigates incoming Chill/Frost ATK and Chill Skill Damage.
  • For all types of Damage Resistance, the proportion of damage remaining after resistance application, informally referred to here as the resistance factor, can be predicted with a high degree of accuracy using the formula 150 / (150 + Resistance^0.5). Inverting this formula to (150 + Resistance^0.5) / 150 allows for prediction of effective HP (eHP) factors, while subtracting it from 1 instead allows for prediction of more conventional damage reduction factors.
  • There is no absolute limit to how much a monster's Damage Resistance stats can be increased by monster level, difficulty modifiers, and buffs. However, player-side reductions to each of a monster's Damage Resistance stats are collectively capped at -80%, applied multiplicatively after all other stat modifiers have taken effect.
  • Monster-side damage reductions from Damage Resistance stats apply regardless of whether incoming damage is applying to Shield or to HP.

Table of Damage Resistance Breakpoints
Res Factor
Resistance
eHP Factor
DMG Reduction
1.00
0
1.00
0%
0.95
62.33
1.053
5%
0.90
277.78
1.111
10%
0.85
700.69
1.176
15%
0.80
1406.25
1.25
20%
0.75
2500.00
1.333
25%
0.70
4132.65
1.429
30%
0.65
6523.67
1.538
35%
0.60
10,000.0
1.667
40%
0.55
15,062.0
1.818
45%
0.50
22,500.0
2.00
50%
0.45
33,611.1
2.222
55%
0.40
50,625.0
2.50
60%
0.35
77,602.0
2.857
65%
0.30
122,500.
3.333
70%
0.25
202,500.
4.00
75%
0.20
360,000.
5.00
80%
0.15
722,500.
6.667
85%
0.10
1,822,500
10.00
90%
0.05
8,122,500
20.00
95%
More 10: Distance, Movement Speed, and Penetration
{last updated 2/7/2025}

Distance
  • In the world of The First Descendant, distance is generally measured in terms of meters (m).
  • The maximum combat range is 150m --- player weapons cannot hit targets outside of this range, and monsters can only target players within this range.
  • Objective markers (along with their distance readouts) will only appear on non-monster targets on-screen if the player is at least 20m away.
  • The default grappling hook has a maximum range of approx. 20m. Equipping the Long-Distance Maneuvering or Multi-Maneuvering Sub Module changes this range to 25m or 18m, respectively.
  • The lunges of Heavy variant Sub Attacks have a monster targeting range of approx. 10m; Slam variant Sub Attacks have an effect radius of roughly 5m.
  • The painted grid on the floor of Albion's Laboratory is designed with a 10m center-to-center spacing between adjacent lines of the same color (two solid white lines or two dashed black lines) and a 5m center-to-center spacing between adjacent lines of different colors (one solid white line and one dashed black line).


Movement Speed
  • The Descendant's base movement speeds, typically determined by the mounted weapon or summoned Unique Weapon, are not explicitly assigned a unit in-game; however, testing indicates that these speeds are stated in terms of centimeters per second (cm/s).
  • The baseline sprint speed of 800 allows a Descendant to cross a 20m span in 2.5 seconds. Increasing this speed to 1000 (Jayber's Multi-purpose Gun, Valby's Clean Up) cuts the required time down to 2 seconds.
  • All types of modifiable Movement Speed are hard-capped at 1300.

Penetration
  • Whenever the shot of a non-Launcher weapon impacts a monster, an extension of a monster (such as the held shield of a Follower Shield Bearer, Fortress Guard, or Ascetic), or a destructible environmental object, the current Penetration of the shot is compared to the Penetration Resist of the target.
    • If current Penetration is less than or equal to the target's Penetration Resist, the shot is stopped by the target.
    • If current Penetration is greater than the target's Penetration Resist, the shot punches through the target and continues onward with a new Penetration value of (Penetration - Penetration Resist).
  • The starting Penetration of a shot is primarily a function of the mounted weapon's Penetration stat. While most non-Launcher weapons have 0 Penetration and are therefore stopped by the first object they hit, the shots of weapons with a positive Penetration stat (whether innate or from a Penetration-boosting buff) can usually punch through at least one small target before they are stopped.
    • At Penetration values above 50, bullets start punching through the held shields of Follower Shield Bearers, Fortress Guards, Ascetics, and their Vulgus Commander variants. The maximum number of shields which can be punched through at a given Penetration value is approximately equal to (Penetration - 1) / 50, rounded down to the next lower whole number.
    • At Penetration values above 100, bullets start punching through medium- and heavy-weight normal Vulgus bodies. The maximum number of large Vulgus which can be punched through at a given Penetration value is approximately equal to (Penetration - 1) / 100, rounded down to the next lower whole number (e.g., for a Penetration of 528, (528 - 1) / 100 becomes 5.27, which rounds down to 5).
  • The bodies of all Colossi have a Penetration Resist of 100,000 (much higher than the highest feasible Penetration in solo play of 1110), effectively preventing weapon attacks from punching through them. As well, bullets from weapons cannot punch through terrain of any kind (floors, walls, indestructible decorations and so on), regardless of their Penetration stat.
More 11: How to Triple Jump, and Other Movement Tech
{last updated 1/16/2025}

TL;DR: You can cancel a grapple into a triple air jump. Chaining grapples and triple air jumps can be used to move faster than sprinting.

Movement Fundamentals
  • Descendants can store up to 2 jump charges at a time. Jumping, whether from the ground or in mid-air, consumes 1 charge per jump, and all charges instantly replenish whenever the Descendant enters a grounded state for any amount of time (typically by setting foot on some kind of terrain).
  • Grappling forces the Descendant into a grounded state for the duration of the maneuver, regardless of whether the Descendant is on the ground or in mid-air when the grappling hook first connects.
  • Grappling maneuvers end naturally when the Descendant is pulled all the way to their hook and stops (for ledge grapples specifically, the Descendant also instantly mounts the targeted ledge). However, these maneuvers can also be manually canceled prior to full retraction using the Grapple, Sub Attack, or Jump commands.
    • Using the Grapple command in the middle of a grapple maneuver will instantly cancel the maneuver without changing the Descendant's current movement direction. However, the Descendant's horizontal speed will cap at their current sprint speed upon such a cancellation.
    • Using the Sub Attack command in the middle of a grapple maneuver will cancel it into either a unique grapple attack or an uncharged attack, depending on whether the Descendant's Charged Sub Attack is currently on cooldown. While both types of Sub Attack cancels will preserve all accumulated movement speed from the grapple (subject to gravity) until the Descendant lands or initiates another maneuver, charged grapple attack cancels in particular will also fully inherit grappling momentum and pause its decay for the duration of the attack animation.
    • Using the Jump command in the middle of a grapple maneuver will cancel it into a mid-air jump that inherits only the horizontal components of the Descendant's grappling momentum, capped by their current sprint speed. Jumping out of a grapple in this manner does not consume a jump charge.
  • Colliding with vertical terrain, monsters or even other Descendants in mid-air will typically result in the Descendant bouncing off the obstruction with a greatly reduced horizontal speed post-bounce. However, collisions in the middle of a charged grapple attack will instead result in the Descendant sliding along the surface of the obstruction until the attack animation ends or the Descendant clears the obstacle (in which case they will regain their grappling momentum for the remainder of the charged grapple attack animation).

Movement Tech Examples
  • Triple Jump: Grapple most of the way to an object (or your mid-air anchor, if using Mid-Air Maneuvering) to build up speed, then jump-cancel past it (1st jump) and use both of your jump charges (2nd and 3rd jumps) to extend your air time. Good for general traversal and evasion; can be chained multiple times in a row as long as you have Grappling Hook charges to spare.
  • Falling Double Air Jump: Run off a ledge without jumping, allowing you to use both of your jump charges as air jumps to extend your air time. Useful for saving Grappling Hook charges while traversing large gaps.
    • Example: The first switchback of Miragestone's floating cube path can be skipped with the default Grappling Hook by using a well-placed Falling Double Air Jump to get into grappling range of the other side, cutting down the time required to reach the Encrypted Vault spawn location at the end of the path. (I have not yet tested whether this skip is also feasible with Multi-Maneuvering.)
  • Ledge Clip: Grapple most of the way to a ledge above you, then cancel into a charged grapple attack and use its animation to slide past the ledge instead of bouncing or coming to a full stop. Situationally useful for entering small corridors from an angle, where a more typical jump-cancel would overshoot the entrance vertically.
  • Quick Slide: Grapple a steep slope below you, then cancel into a charged grapple attack to delay the slide animation for as long as possible. Situationally useful only for getting through slide sequences with ceilings too low to permit jumping/grappling past them, such as the one near the end of the Void Vessel mission.
  • Catapult: Grapple at an upward angle toward a vertical surface between you and your destination, then Sub Attack cancel past the grapple point and delay your first air jump as long as possible to make the most of your uncapped speed. By far the fastest movement tech in this list where the terrain allows for it, especially in Void Intercept Battles where there is an abundance of pillars to use as grappling points; however, the short action-blocking delay after the Sub Attack animation ends does limit one's ability to smoothly chain catapults into other movement tech.
More 2 Come
{last updated 1/16/2025}

Apparently Season 2's mid-season update dropped with a new acquisition path for the formerly preseason-exclusive Sigvore's Proof, so I'll be grabbing the last few bits of hidden stat data once I have time to grind it out. In the meanwhile, if you found this guide helpful as-is, please like, favorite, and share it with your friends. Optionally, leave a comment with your thoughts/ideas or send an award my way.
3 Comments
QuaestComm  [author] Dec 24, 2024 @ 6:55am 
Good questions. While I'd been holding off on player-side damage reduction mechanics so far since Asdf's Steam Guide "Guide for youtube addicted how to make some test before spread outright lie" already covers that, I did gather a lot of monster-side damage reduction data while preparing my Weak Point Hit Mechanics article which I should be able to correlate with third-party data on Colossus DEF and Attribute Resistances to see if the same formula applies.
Менш / Z Dec 24, 2024 @ 5:38am 
Do you have any ideas on how to reproduce the Damage Reduction formula? And how it will work with Attribute ATK and what category will reduce Skill Firearm ATK belong to in Gley's Massacre and Hailey's Zenith
dreminh Oct 19, 2024 @ 8:34am 
as expected from an asia game you need a Casino Calculator