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	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24768</id>
		<title>Hunter Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24768"/>
		<updated>2007-11-19T06:22:05Z</updated>

		<summary type="html">&lt;p&gt;N: Readded Grenade Launcher (oops)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various weapons the [[Hunter (Hellgate)|Hunter]] class has access to in their battle against the demons. A further generalized breakdown of weapon stats, damage types, and delivery methods is listed under [[Weapons_and_Damage|Weapons and Damage]].&lt;br /&gt;
&lt;br /&gt;
== Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles typically deal Direct damage with a very high rate of fire.&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles have some of the highest base accuracies available.  The XM57 for example, is more accurate than most sniper rifles.&lt;br /&gt;
&lt;br /&gt;
The longer you are shooting, the bigger your cross hair and the less accurate the Automatic Rifle gets. This is in addition to the loss of accuracy you get from moving. You might want to use shorter bursts of fire while standing still to keep high accuracy instead of just running and holding down the mouse button. To compensate the quick decrease of accuracy, it is adviced to be in Tactical Stance or Sniper stance while shooting Automatic Rifles.&lt;br /&gt;
&lt;br /&gt;
On the other hand, against large groups of lower level enemies, running around with an Automatic Rifle shooting non-stop can be a very valid tactic, especially when you have a Splash damage weapon.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55 20mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:A basic assault rifle; does what you would expect.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 20m range&lt;br /&gt;
::4 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55-B 20mm Shrapnel Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:One of the best base weapon types available.  The high rate of fire makes it more damaging than dual-wielding equal level heat bolters (Convection, Thermal, Chrome), plus it has a longer range and is more accurate.  While less accurate than a standard XM55, the splash damage means even near misses can be effective.  The only drawback is the relative lack of mod slots.&lt;br /&gt;
::Physical Direct and Splash damage, 300 shots/min, 25m range&lt;br /&gt;
::3? mods (ABT)&lt;br /&gt;
::Slightly less inherent accuracy than the XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM57 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:A better version of the XM55.&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::4 mods (Ammo, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM63 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::5? mods (Ammo, Battery, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Volt Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::6 mods (Battery, Battery, Fuel, Ammo, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Shock Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::5 confirmed mods (Ammo, Fuel, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Electropulse Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Worse accuracy than other assault rifles in it&amp;#039;s class, but features a slightly higher rate of fire.&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::8 mods (FABBBReTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Thermite Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::4 mods (FFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Exothermic Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Fire-based damage for inherent chance to ignite, an extremely high rate of fire and three Relic slot make this the best general-combat weapon available in it&amp;#039;s level.  The lack of Ammo and Tech slots will make desirable levels of shield penetration harder to achieve.&lt;br /&gt;
::Fire Direct damage, 600 shots/min, 25m range&lt;br /&gt;
::6 mods (FFFReReRe)&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
Todo: Fill in details&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Cluster Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Cluster Rifle fires a primary shell that explodes on impact, sending 4? other shells in various directions, which also explode when they hit.  Excellent for small rooms and tightly packed mobs.&lt;br /&gt;
::Physical Direct + Physical Splash damage, 66 shots/min, 20m range&lt;br /&gt;
::6mods (RoRoRoBFReT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Mongoose Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Mongoose fires a crackling electrical shell that sticks and explodes a few seconds later.&lt;br /&gt;
::Electrical Splash damage, 80 shots per minute, 25m range&lt;br /&gt;
::2? mods (RoF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Ballistic Cannon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:This hip-slung gun fires buzzsaw blades that bounce off surfaces.  Hilarious.&lt;br /&gt;
::Electrical Splash damage, 120 shots per minute, 40m range, 1% inherent crit&lt;br /&gt;
::3? mods (BBRe)&lt;br /&gt;
&lt;br /&gt;
== Laser Rifles ==&lt;br /&gt;
&lt;br /&gt;
Laser Rifles typically deal Electric Beam damage, with a constant stream of damage that decreases in effectiveness the longer you keep shooting.&lt;br /&gt;
&lt;br /&gt;
The Laser Rifle doesn&amp;#039;t suffer from accuracy loss due to constant fire or moving. Instead, you will get a little &amp;quot;effectiveness&amp;quot; indicator next to your crosshair. As you keep shooting, the effectiveness will slowly drop, and at some point you will deal less damage (it decreases down to 25% of your normal damage). Stopping fire for a second will let the effectiveness go up to 100% again.&lt;br /&gt;
&lt;br /&gt;
The special accuracy of the Laser Rifle makes it an excellent choice when backing away from enemies, or when shooting enemies while running.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;constant&amp;quot; stream of fire actually internally translates to a very high rate of fire, which combined with the high accuracy and the fact that you can hit mlutiple mobs at once makes mods with a &amp;quot;chance on hit&amp;quot; very easy to proc.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM803 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5 mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM923 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5? mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Venom Lance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Toxic Beam damage, 20m range&lt;br /&gt;
::4 mods (BFFF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Grizzly Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:: Physical Field damage, 20m range&lt;br /&gt;
:: 5? mods (BBBReT)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Firestarter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Beam damage, 20m range&lt;br /&gt;
::2 mod (FRe)&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
Shotguns (and shotgun pistols) usually deal physical damage.  They fire a burst of shells simultaneously at a moderate rate, although the total number of bullets fired is appoximately the same as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
Shotguns typically have extremely high Stun attack powers.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Shockstorm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Fires a horizontal pattern of 5 shells.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Electrical Direct, 20m range, 75 shot per minute (5 shells fired per discharge = 375 rounds per minute)&lt;br /&gt;
::6? mods (BARe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XMS5 Jackhammer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Extremely wide choke, short range and low rate of fire make this difficult to use.&lt;br /&gt;
: Fires a circular pattern of 5? shells.&lt;br /&gt;
::Physical Direct, 14m range, 37 shots per minute&lt;br /&gt;
::2? mods (BT)&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles ==&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles typically deal Spectral Direct damage, and have a long range and slow rate of fire.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the higher the chance to miss.&lt;br /&gt;
&lt;br /&gt;
While the connection to Sniper stance is logical, you can also use a Sniper Rifle like an inaccurate shotgun. At close range against a single enemy, a Sniper Rifle deals enough damage to finish an enemy while rushing into a room or retreating.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Sniper Rifle you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Poseidon&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 28 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Fuel, Fuel, Ammo, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Triton&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 24 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Loki&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 26 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
== Sniper Pistols ==&lt;br /&gt;
&lt;br /&gt;
A pistol version of the sniper rifle.  Some people find dual-wielding these to be more useful than a sniper rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Rail Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electrical Direct damage, 30 shots per minute, 40m range, 1% inherent critical bonus&lt;br /&gt;
::2? mod slots (BA)&lt;br /&gt;
&lt;br /&gt;
== Rocket Launchers ==&lt;br /&gt;
&lt;br /&gt;
Rocket Launchers typically deal Splash damage, and are often used on groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the bigger the missle spread. While this is bad when you are attacking a single enemy or a very dense group of enemies, this might be desired if you are attacking a wide group of lower level enemies. While less accurate, you are covering a bigger area with each shot.&lt;br /&gt;
&lt;br /&gt;
In spite of the long range, the rockets automatically detonate once reaching the weapon&amp;#039;s range, which limits Tactical and Sniper stance attacks to the listed ranges.  It is unknown if bonus range % due to mods affects this.  Furthermore rockets tend to have a moderate drop, requiring you to aim above the actual point you wish them to strike.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Rocket Launcher you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Talon&amp;#039; Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:More of a rocket machine gun than a launcher.  Difficult to aim past 20 meters due to the combination of rapid-fire accuracy degradation and shell drop.&lt;br /&gt;
::Physical Splash damage, 200 shots/min, 40m range&lt;br /&gt;
::4 mods (RoBFFRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM108 Trident Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct + Fire Splash damage, 40 shots/min&lt;br /&gt;
::5 mods (BFFRoRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM107 Firefox Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Fires a shell which explodes on contact, leaving a patch of burning ground.&lt;br /&gt;
::Fire Splash + Fire Field damage, 30 shots/min&lt;br /&gt;
::6 mods (BFFRoRoT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Combustion Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 30 shots/min, 10 projectiles per shot, 20m range&lt;br /&gt;
::5 mods (AFFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Hellcat MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The MIRV fires a single shell that does light damage if striking an enemy directly, but will bounce around if it does not.  After a short time (1-2 seconds), the shell splits up into multiple explosives that detonate on contact.&lt;br /&gt;
::Spectral Splash damage, 75 shots per minute, 40m range&lt;br /&gt;
::4? mods (RoBBRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Sandman MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Splash + Toxic Splash damage, 60 shots/min, 40m range&lt;br /&gt;
::2 mods&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;SRAC&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::Physical Direct Damage, 240 shots per minute, 25m range&lt;br /&gt;
::1 mod (A)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;M3 Perforator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 20m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM3 Eviscerator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 25m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
== Rocket Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20m range&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM31 Thermal Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash, 85 shots/min, 20m range&lt;br /&gt;
::3? mods (FFF) (not sure if I&amp;#039;ve ever seen more than 2 here)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM42 Convection Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 100 shots/min, 20m range&lt;br /&gt;
::3 mods (FFF) &lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM43 Chrome Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 120 shots/min, 20m range&lt;br /&gt;
::4? (FFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM313 Raptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:This sprays bullets for a few seconds with each press of the trigger.  The accuracy starts off poor and quickly becomes abyssmal.&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::2 mods (BF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM314 Falcon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::4 mods (BFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight RDX Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:In spite of the low rate of fire, the base Physical damage and high inherent Stun attack power can stunlock enemies.&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20 meter range&lt;br /&gt;
::2? mod (FRo)&lt;br /&gt;
&lt;br /&gt;
== Close Range Weapons ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladesaw&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::1 mod (Battery)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladefrenzy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::mod slots unknown&lt;br /&gt;
&lt;br /&gt;
== Oddball ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Tactical Spiker Mine Layer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Spiker fires a cluster of mines that stick to surfaces they hit.  Eventually they go off, hopefully hurting things nearby.  Proximity?  Time?&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 20m range, 7 mines per discharge, 37 shots per minute&lt;br /&gt;
::3 slots (RoBB)&lt;/div&gt;</summary>
		<author><name>N</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24437</id>
		<title>Hunter Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24437"/>
		<updated>2007-11-19T00:48:39Z</updated>

		<summary type="html">&lt;p&gt;N: Added nanodyne ballistic cannon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various weapons the [[Hunter (Hellgate)|Hunter]] class has access to in their battle against the demons. A further generalized breakdown of weapon stats, damage types, and delivery methods is listed under [[Weapons_and_Damage|Weapons and Damage]].&lt;br /&gt;
&lt;br /&gt;
== Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles typically deal Direct damage with a very high rate of fire.&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles have some of the highest base accuracies available.  The XM57 for example, is more accurate than most sniper rifles.&lt;br /&gt;
&lt;br /&gt;
The longer you are shooting, the bigger your cross hair and the less accurate the Automatic Rifle gets. This is in addition to the loss of accuracy you get from moving. You might want to use shorter bursts of fire while standing still to keep high accuracy instead of just running and holding down the mouse button. To compensate the quick decrease of accuracy, it is adviced to be in Tactical Stance or Sniper stance while shooting Automatic Rifles.&lt;br /&gt;
&lt;br /&gt;
On the other hand, against large groups of lower level enemies, running around with an Automatic Rifle shooting non-stop can be a very valid tactic, especially when you have a Splash damage weapon.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55 20mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:A basic assault rifle; does what you would expect.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 20m range&lt;br /&gt;
::4 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55-B 20mm Shrapnel Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:One of the best base weapon types available.  The high rate of fire makes it more damaging than dual-wielding equal level heat bolters (Convection, Thermal, Chrome), plus it has a longer range and is more accurate.  While less accurate than a standard XM55, the splash damage means even near misses can be effective.  The only drawback is the relative lack of mod slots.&lt;br /&gt;
::Physical Direct and Splash damage, 300 shots/min, 25m range&lt;br /&gt;
::3? mods (ABT)&lt;br /&gt;
::Slightly less inherent accuracy than the XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM57 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:A better version of the XM55.&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::4 mods (Ammo, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM63 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::5? mods (Ammo, Battery, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Volt Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::6 mods (Battery, Battery, Fuel, Ammo, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Shock Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::5 confirmed mods (Ammo, Fuel, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Electropulse Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Worse accuracy than other assault rifles in it&amp;#039;s class, but features a slightly higher rate of fire.&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::8 mods (FABBBReTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Thermite Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::4 mods (FFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Exothermic Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Fire-based damage for inherent chance to ignite, an extremely high rate of fire and three Relic slot make this the best general-combat weapon available in it&amp;#039;s level.  The lack of Ammo and Tech slots will make desirable levels of shield penetration harder to achieve.&lt;br /&gt;
::Fire Direct damage, 600 shots/min, 25m range&lt;br /&gt;
::6 mods (FFFReReRe)&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
Todo: Fill in details&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Cluster Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Cluster Rifle fires a primary shell that explodes on impact, sending 4? other shells in various directions, which also explode when they hit.  Excellent for small rooms and tightly packed mobs.&lt;br /&gt;
::Physical Direct + Physical Splash damage, 66 shots/min, 20m range&lt;br /&gt;
::6mods (RoRoRoBFReT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Mongoose Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Mongoose fires a crackling electrical shell that sticks and explodes a few seconds later.&lt;br /&gt;
::Electrical Splash damage, 80 shots per minute, 25m range&lt;br /&gt;
::2? mods (RoF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Ballistic Cannon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:This hip-slung gun fires buzzsaw blades that bounce off surfaces.  Hilarious.&lt;br /&gt;
::Electrical Splash damage, 120 shots per minute, 40m range, 1% inherent crit&lt;br /&gt;
::3? mods (BBRe)&lt;br /&gt;
&lt;br /&gt;
== Laser Rifles ==&lt;br /&gt;
&lt;br /&gt;
Laser Rifles typically deal Electric Beam damage, with a constant stream of damage that decreases in effectiveness the longer you keep shooting.&lt;br /&gt;
&lt;br /&gt;
The Laser Rifle doesn&amp;#039;t suffer from accuracy loss due to constant fire or moving. Instead, you will get a little &amp;quot;effectiveness&amp;quot; indicator next to your crosshair. As you keep shooting, the effectiveness will slowly drop, and at some point you will deal less damage (it decreases down to 25% of your normal damage). Stopping fire for a second will let the effectiveness go up to 100% again.&lt;br /&gt;
&lt;br /&gt;
The special accuracy of the Laser Rifle makes it an excellent choice when backing away from enemies, or when shooting enemies while running.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;constant&amp;quot; stream of fire actually internally translates to a very high rate of fire, which combined with the high accuracy and the fact that you can hit mlutiple mobs at once makes mods with a &amp;quot;chance on hit&amp;quot; very easy to proc.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM803 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5 mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM923 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5? mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Venom Lance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Toxic Beam damage, 20m range&lt;br /&gt;
::4 mods (BFFF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Grizzly Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:: Physical Field damage, 20m range&lt;br /&gt;
:: 5? mods (BBBReT)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Firestarter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Beam damage, 20m range&lt;br /&gt;
::2 mod (FRe)&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
Shotguns (and shotgun pistols) usually deal physical damage.  They fire a burst of shells simultaneously at a moderate rate, although the total number of bullets fired is appoximately the same as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
Shotguns typically have extremely high Stun attack powers.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Shockstorm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Fires a horizontal pattern of 5 shells.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Electrical Direct, 20m range, 75 shot per minute (5 shells fired per discharge = 375 rounds per minute)&lt;br /&gt;
::6? mods (BARe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XMS5 Jackhammer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Extremely wide choke, short range and low rate of fire make this difficult to use.&lt;br /&gt;
: Fires a circular pattern of 5? shells.&lt;br /&gt;
::Physical Direct, 14m range, 37 shots per minute&lt;br /&gt;
::2? mods (BT)&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles ==&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles typically deal Spectral Direct damage, and have a long range and slow rate of fire.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the higher the chance to miss.&lt;br /&gt;
&lt;br /&gt;
While the connection to Sniper stance is logical, you can also use a Sniper Rifle like an inaccurate shotgun. At close range against a single enemy, a Sniper Rifle deals enough damage to finish an enemy while rushing into a room or retreating.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Sniper Rifle you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Poseidon&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 28 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Fuel, Fuel, Ammo, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Triton&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 24 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Loki&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 26 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
== Sniper Pistols ==&lt;br /&gt;
&lt;br /&gt;
A pistol version of the sniper rifle.  Some people find dual-wielding these to be more useful than a sniper rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Rail Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electrical Direct damage, 30 shots per minute, 40m range, 1% inherent critical bonus&lt;br /&gt;
::2? mod slots (BA)&lt;br /&gt;
&lt;br /&gt;
== Rocket Launchers ==&lt;br /&gt;
&lt;br /&gt;
Rocket Launchers typically deal Splash damage, and are often used on groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the bigger the missle spread. While this is bad when you are attacking a single enemy or a very dense group of enemies, this might be desired if you are attacking a wide group of lower level enemies. While less accurate, you are covering a bigger area with each shot.&lt;br /&gt;
&lt;br /&gt;
In spite of the long range, the rockets automatically detonate once reaching the weapon&amp;#039;s range, which limits Tactical and Sniper stance attacks to the listed ranges.  It is unknown if bonus range % due to mods affects this.  Furthermore rockets tend to have a moderate drop, requiring you to aim above the actual point you wish them to strike.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Rocket Launcher you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Talon&amp;#039; Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:More of a rocket machine gun than a launcher.  Difficult to aim past 20 meters due to the combination of rapid-fire accuracy degradation and shell drop.&lt;br /&gt;
::Physical Splash damage, 200 shots/min, 40m range&lt;br /&gt;
::4 mods (RoBFFRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM108 Trident Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct + Fire Splash damage, 40 shots/min&lt;br /&gt;
::5 mods (BFFRoRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM107 Firefox Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Fires a shell which explodes on contact, leaving a patch of burning ground.&lt;br /&gt;
::Fire Splash + Fire Field damage, 30 shots/min&lt;br /&gt;
::6 mods (BFFRoRoT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Combustion Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 30 shots/min, 10 projectiles per shot, 20m range&lt;br /&gt;
::5 mods (AFFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Hellcat MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The MIRV fires a single shell that does light damage if striking an enemy directly, but will bounce around if it does not.  After a short time (1-2 seconds), the shell splits up into multiple explosives that detonate on contact.&lt;br /&gt;
::Spectral Splash damage, 75 shots per minute, 40m range&lt;br /&gt;
::4? mods (RoBBRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Sandman MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Splash + Toxic Splash damage, 60 shots/min, 40m range&lt;br /&gt;
::2 mods&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;SRAC&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::Physical Direct Damage, 240 shots per minute, 25m range&lt;br /&gt;
::1 mod (A)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;M3 Perforator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 20m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM3 Eviscerator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 25m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
== Rocket Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM31 Thermal Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash, 85 shots/min, 20m range&lt;br /&gt;
::3? mods (FFF) (not sure if I&amp;#039;ve ever seen more than 2 here)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM42 Convection Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 100 shots/min, 20m range&lt;br /&gt;
::3 mods (FFF) &lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM43 Chrome Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 120 shots/min, 20m range&lt;br /&gt;
::4? (FFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM313 Raptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:This sprays bullets for a few seconds with each press of the trigger.  The accuracy starts off poor and quickly becomes abyssmal.&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::2 mods (BF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM314 Falcon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::4 mods (BFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight RDX Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:In spite of the low rate of fire, the base Physical damage and high inherent Stun attack power can stunlock enemies.&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20 meter range&lt;br /&gt;
::2? mod (FRo)&lt;br /&gt;
&lt;br /&gt;
== Close Range Weapons ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladesaw&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::1 mod (Battery)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladefrenzy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::mod slots unknown&lt;br /&gt;
&lt;br /&gt;
== Oddball ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Tactical Spiker Mine Layer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Spiker fires a cluster of mines that stick to surfaces they hit.  Eventually they go off, hopefully hurting things nearby.  Proximity?  Time?&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 20m range, 7 mines per discharge, 37 shots per minute&lt;br /&gt;
::3 slots (RoBB)&lt;/div&gt;</summary>
		<author><name>N</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24436</id>
		<title>Hunter Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24436"/>
		<updated>2007-11-17T06:49:43Z</updated>

		<summary type="html">&lt;p&gt;N: /* Rocket Pistols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various weapons the [[Hunter (Hellgate)|Hunter]] class has access to in their battle against the demons. A further generalized breakdown of weapon stats, damage types, and delivery methods is listed under [[Weapons_and_Damage|Weapons and Damage]].&lt;br /&gt;
&lt;br /&gt;
== Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles typically deal Direct damage with a very high rate of fire.&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles have some of the highest base accuracies available.  The XM57 for example, is more accurate than most sniper rifles.&lt;br /&gt;
&lt;br /&gt;
The longer you are shooting, the bigger your cross hair and the less accurate the Automatic Rifle gets. This is in addition to the loss of accuracy you get from moving. You might want to use shorter bursts of fire while standing still to keep high accuracy instead of just running and holding down the mouse button. To compensate the quick decrease of accuracy, it is adviced to be in Tactical Stance or Sniper stance while shooting Automatic Rifles.&lt;br /&gt;
&lt;br /&gt;
On the other hand, against large groups of lower level enemies, running around with an Automatic Rifle shooting non-stop can be a very valid tactic, especially when you have a Splash damage weapon.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55 20mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:A basic assault rifle; does what you would expect.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 20m range&lt;br /&gt;
::4 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55-B 20mm Shrapnel Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:One of the best base weapon types available.  The high rate of fire makes it more damaging than dual-wielding equal level heat bolters (Convection, Thermal, Chrome), plus it has a longer range and is more accurate.  While less accurate than a standard XM55, the splash damage means even near misses can be effective.  The only drawback is the relative lack of mod slots.&lt;br /&gt;
::Physical Direct and Splash damage, 300 shots/min, 25m range&lt;br /&gt;
::3? mods (ABT)&lt;br /&gt;
::Slightly less inherent accuracy than the XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM57 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:A better version of the XM55.&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::4 mods (Ammo, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM63 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::5? mods (Ammo, Battery, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Volt Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::6 mods (Battery, Battery, Fuel, Ammo, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Shock Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::5 confirmed mods (Ammo, Fuel, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Electropulse Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Worse accuracy than other assault rifles in it&amp;#039;s class, but features a slightly higher rate of fire.&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::8 mods (FABBBReTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Thermite Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::4 mods (FFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Exothermic Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Fire-based damage for inherent chance to ignite, an extremely high rate of fire and three Relic slot make this the best general-combat weapon available in it&amp;#039;s level.  The lack of Ammo and Tech slots will make desirable levels of shield penetration harder to achieve.&lt;br /&gt;
::Fire Direct damage, 600 shots/min, 25m range&lt;br /&gt;
::6 mods (FFFReReRe)&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
Todo: Fill in details&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Cluster Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Cluster Rifle fires a primary shell that explodes on impact, sending 4? other shells in various directions, which also explode when they hit.  Excellent for small rooms and tightly packed mobs.&lt;br /&gt;
::Physical Direct + Physical Splash damage, 66 shots/min, 20m range&lt;br /&gt;
::6mods (RoRoRoBFReT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Mongoose Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Mongoose fires a crackling electrical shell that sticks and explodes a few seconds later.&lt;br /&gt;
::Electrical Splash damage, 80 shots per minute, 25m range&lt;br /&gt;
::2? mods (RoF)&lt;br /&gt;
&lt;br /&gt;
== Laser Rifles ==&lt;br /&gt;
&lt;br /&gt;
Laser Rifles typically deal Electric Beam damage, with a constant stream of damage that decreases in effectiveness the longer you keep shooting.&lt;br /&gt;
&lt;br /&gt;
The Laser Rifle doesn&amp;#039;t suffer from accuracy loss due to constant fire or moving. Instead, you will get a little &amp;quot;effectiveness&amp;quot; indicator next to your crosshair. As you keep shooting, the effectiveness will slowly drop, and at some point you will deal less damage (it decreases down to 25% of your normal damage). Stopping fire for a second will let the effectiveness go up to 100% again.&lt;br /&gt;
&lt;br /&gt;
The special accuracy of the Laser Rifle makes it an excellent choice when backing away from enemies, or when shooting enemies while running.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;constant&amp;quot; stream of fire actually internally translates to a very high rate of fire, which combined with the high accuracy and the fact that you can hit mlutiple mobs at once makes mods with a &amp;quot;chance on hit&amp;quot; very easy to proc.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM803 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5 mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM923 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5? mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Venom Lance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Toxic Beam damage, 20m range&lt;br /&gt;
::4 mods (BFFF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Grizzly Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:: Physical Field damage, 20m range&lt;br /&gt;
:: 5? mods (BBBReT)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Firestarter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Beam damage, 20m range&lt;br /&gt;
::2 mod (FRe)&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
Shotguns (and shotgun pistols) usually deal physical damage.  They fire a burst of shells simultaneously at a moderate rate, although the total number of bullets fired is appoximately the same as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
Shotguns typically have extremely high Stun attack powers.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Shockstorm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Fires a horizontal pattern of 5 shells.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Electrical Direct, 20m range, 75 shot per minute (5 shells fired per discharge = 375 rounds per minute)&lt;br /&gt;
::6? mods (BARe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XMS5 Jackhammer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Extremely wide choke, short range and low rate of fire make this difficult to use.&lt;br /&gt;
: Fires a circular pattern of 5? shells.&lt;br /&gt;
::Physical Direct, 14m range, 37 shots per minute&lt;br /&gt;
::2? mods (BT)&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles ==&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles typically deal Spectral Direct damage, and have a long range and slow rate of fire.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the higher the chance to miss.&lt;br /&gt;
&lt;br /&gt;
While the connection to Sniper stance is logical, you can also use a Sniper Rifle like an inaccurate shotgun. At close range against a single enemy, a Sniper Rifle deals enough damage to finish an enemy while rushing into a room or retreating.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Sniper Rifle you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Poseidon&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 28 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Fuel, Fuel, Ammo, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Triton&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 24 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Loki&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 26 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
== Sniper Pistols ==&lt;br /&gt;
&lt;br /&gt;
A pistol version of the sniper rifle.  Some people find dual-wielding these to be more useful than a sniper rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Rail Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electrical Direct damage, 30 shots per minute, 40m range, 1% inherent critical bonus&lt;br /&gt;
::2? mod slots (BA)&lt;br /&gt;
&lt;br /&gt;
== Rocket Launchers ==&lt;br /&gt;
&lt;br /&gt;
Rocket Launchers typically deal Splash damage, and are often used on groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the bigger the missle spread. While this is bad when you are attacking a single enemy or a very dense group of enemies, this might be desired if you are attacking a wide group of lower level enemies. While less accurate, you are covering a bigger area with each shot.&lt;br /&gt;
&lt;br /&gt;
In spite of the long range, the rockets automatically detonate once reaching the weapon&amp;#039;s range, which limits Tactical and Sniper stance attacks to the listed ranges.  It is unknown if bonus range % due to mods affects this.  Furthermore rockets tend to have a moderate drop, requiring you to aim above the actual point you wish them to strike.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Rocket Launcher you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Talon&amp;#039; Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:More of a rocket machine gun than a launcher.  Difficult to aim past 20 meters due to the combination of rapid-fire accuracy degradation and shell drop.&lt;br /&gt;
::Physical Splash damage, 200 shots/min, 40m range&lt;br /&gt;
::4 mods (RoBFFRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM108 Trident Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct + Fire Splash damage, 40 shots/min&lt;br /&gt;
::5 mods (BFFRoRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM107 Firefox Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Fires a shell which explodes on contact, leaving a patch of burning ground.&lt;br /&gt;
::Fire Splash + Fire Field damage, 30 shots/min&lt;br /&gt;
::6 mods (BFFRoRoT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Combustion Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 30 shots/min, 10 projectiles per shot, 20m range&lt;br /&gt;
::5 mods (AFFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Hellcat MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The MIRV fires a single shell that does light damage if striking an enemy directly, but will bounce around if it does not.  After a short time (1-2 seconds), the shell splits up into multiple explosives that detonate on contact.&lt;br /&gt;
::Spectral Splash damage, 75 shots per minute, 40m range&lt;br /&gt;
::4? mods (RoBBRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Sandman MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Splash + Toxic Splash damage, 60 shots/min, 40m range&lt;br /&gt;
::2 mods&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;SRAC&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::Physical Direct Damage, 240 shots per minute, 25m range&lt;br /&gt;
::1 mod (A)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;M3 Perforator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 20m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM3 Eviscerator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 25m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
== Rocket Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM31 Thermal Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash, 85 shots/min, 20m range&lt;br /&gt;
::3? mods (FFF) (not sure if I&amp;#039;ve ever seen more than 2 here)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM42 Convection Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 100 shots/min, 20m range&lt;br /&gt;
::3 mods (FFF) &lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM43 Chrome Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 120 shots/min, 20m range&lt;br /&gt;
::4? (FFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM313 Raptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:This sprays bullets for a few seconds with each press of the trigger.  The accuracy starts off poor and quickly becomes abyssmal.&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::2 mods (BF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM314 Falcon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::4 mods (BFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight RDX Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:In spite of the low rate of fire, the base Physical damage and high inherent Stun attack power can stunlock enemies.&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20 meter range&lt;br /&gt;
::2? mod (FRo)&lt;br /&gt;
&lt;br /&gt;
== Close Range Weapons ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladesaw&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::1 mod (Battery)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladefrenzy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::mod slots unknown&lt;br /&gt;
&lt;br /&gt;
== Oddball ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Tactical Spiker Mine Layer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Spiker fires a cluster of mines that stick to surfaces they hit.  Eventually they go off, hopefully hurting things nearby.  Proximity?  Time?&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 20m range, 7 mines per discharge, 37 shots per minute&lt;br /&gt;
::3 slots (RoBB)&lt;/div&gt;</summary>
		<author><name>N</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24402</id>
		<title>Hunter Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24402"/>
		<updated>2007-11-16T14:52:56Z</updated>

		<summary type="html">&lt;p&gt;N: Added commentary / observations to some weapons I have experience with.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various weapons the [[Hunter (Hellgate)|Hunter]] class has access to in their battle against the demons. A further generalized breakdown of weapon stats, damage types, and delivery methods is listed under [[Weapons_and_Damage|Weapons and Damage]].&lt;br /&gt;
&lt;br /&gt;
== Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles typically deal Direct damage with a very high rate of fire.&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles have some of the highest base accuracies available.  The XM57 for example, is more accurate than most sniper rifles.&lt;br /&gt;
&lt;br /&gt;
The longer you are shooting, the bigger your cross hair and the less accurate the Automatic Rifle gets. This is in addition to the loss of accuracy you get from moving. You might want to use shorter bursts of fire while standing still to keep high accuracy instead of just running and holding down the mouse button. To compensate the quick decrease of accuracy, it is adviced to be in Tactical Stance or Sniper stance while shooting Automatic Rifles.&lt;br /&gt;
&lt;br /&gt;
On the other hand, against large groups of lower level enemies, running around with an Automatic Rifle shooting non-stop can be a very valid tactic, especially when you have a Splash damage weapon.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55 20mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:A basic assault rifle; does what you would expect.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 20m range&lt;br /&gt;
::4 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55-B 20mm Shrapnel Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:One of the best base weapon types available.  The high rate of fire makes it more damaging than dual-wielding equal level heat bolters (Convection, Thermal, Chrome), plus it has a longer range and is more accurate.  While less accurate than a standard XM55, the splash damage means even near misses can be effective.  The only drawback is the relative lack of mod slots.&lt;br /&gt;
::Physical Direct and Splash damage, 300 shots/min, 25m range&lt;br /&gt;
::3? mods (ABT)&lt;br /&gt;
::Slightly less inherent accuracy than the XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM57 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:A better version of the XM55.&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::4 mods (Ammo, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM63 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::5? mods (Ammo, Battery, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Volt Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 300 shots/min, 3 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Shock Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::5 confirmed mods (Ammo, Fuel, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Electropulse Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Worse accuracy than other assault rifles in it&amp;#039;s class, but features a slightly higher rate of fire.&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::8 mods (FABBBReTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Thermite Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::4 mods (FFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Exothermic Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Fire-based damage for inherent chance to ignite, an extremely high rate of fire and three Relic slot make this the best general-combat weapon available in it&amp;#039;s level.  The lack of Ammo and Tech slots will make desirable levels of shield penetration harder to achieve.&lt;br /&gt;
::Fire Direct damage, 600 shots/min, 25m range&lt;br /&gt;
::6 mods (FFFReReRe)&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
Todo: Fill in details&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Cluster Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Cluster Rifle fires a primary shell that explodes on impact, sending 4? other shells in various directions, which also explode when they hit.  Excellent for small rooms and tightly packed mobs.&lt;br /&gt;
::Physical Direct + Physical Splash damage, 66 shots/min, 20m range&lt;br /&gt;
::6mods (RoRoRoBFReT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Mongoose Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Mongoose fires a crackling electrical shell that sticks and explodes a few seconds later.&lt;br /&gt;
::Electrical Splash damage, 80 shots per minute, 25m range&lt;br /&gt;
::2? mods (RoF)&lt;br /&gt;
&lt;br /&gt;
== Laser Rifles ==&lt;br /&gt;
&lt;br /&gt;
Laser Rifles typically deal Electric Beam damage, with a constant stream of damage that decreases in effectiveness the longer you keep shooting.&lt;br /&gt;
&lt;br /&gt;
The Laser Rifle doesn&amp;#039;t suffer from accuracy loss due to constant fire or moving. Instead, you will get a little &amp;quot;effectiveness&amp;quot; indicator next to your crosshair. As you keep shooting, the effectiveness will slowly drop, and at some point you will deal less damage (it decreases down to 25% of your normal damage). Stopping fire for a second will let the effectiveness go up to 100% again.&lt;br /&gt;
&lt;br /&gt;
The special accuracy of the Laser Rifle makes it an excellent choice when backing away from enemies, or when shooting enemies while running.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;constant&amp;quot; stream of fire actually internally translates to a very high rate of fire, which combined with the high accuracy and the fact that you can hit mlutiple mobs at once makes mods with a &amp;quot;chance on hit&amp;quot; very easy to proc.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM803 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5 mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM923 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5? mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Venom Lance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Toxic Beam damage, 20m range&lt;br /&gt;
::4 mods (BFFF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Grizzly Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:: Physical Field damage, 20m range&lt;br /&gt;
:: 5? mods (BBBReT)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Firestarter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Beam damage, 20m range&lt;br /&gt;
::2 mod (FRe)&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
Shotguns (and shotgun pistols) usually deal physical damage.  They fire a burst of shells simultaneously at a moderate rate, although the total number of bullets fired is appoximately the same as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
Shotguns typically have extremely high Stun attack powers.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Shockstorm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Fires a horizontal pattern of 5 shells.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Electrical Direct, 20m range, 75 shot per minute (5 shells fired per discharge = 375 rounds per minute)&lt;br /&gt;
::6? mods (BARe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XMS5 Jackhammer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Extremely wide choke, short range and low rate of fire make this difficult to use.&lt;br /&gt;
: Fires a circular pattern of 5? shells.&lt;br /&gt;
::Physical Direct, 14m range, 37 shots per minute&lt;br /&gt;
::2? mods (BT)&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles ==&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles typically deal Spectral Direct damage, and have a long range and slow rate of fire.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the higher the chance to miss.&lt;br /&gt;
&lt;br /&gt;
While the connection to Sniper stance is logical, you can also use a Sniper Rifle like an inaccurate shotgun. At close range against a single enemy, a Sniper Rifle deals enough damage to finish an enemy while rushing into a room or retreating.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Sniper Rifle you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Poseidon&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 28 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (FF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Triton&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 24 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Loki&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 26 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
== Sniper Pistols ==&lt;br /&gt;
&lt;br /&gt;
A pistol version of the sniper rifle.  Some people find dual-wielding these to be more useful than a sniper rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Rail Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electrical Direct damage, 30 shots per minute, 40m range, 1% inherent critical bonus&lt;br /&gt;
::2? mod slots (BA)&lt;br /&gt;
&lt;br /&gt;
== Rocket Launchers ==&lt;br /&gt;
&lt;br /&gt;
Rocket Launchers typically deal Splash damage, and are often used on groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the bigger the missle spread. While this is bad when you are attacking a single enemy or a very dense group of enemies, this might be desired if you are attacking a wide group of lower level enemies. While less accurate, you are covering a bigger area with each shot.&lt;br /&gt;
&lt;br /&gt;
In spite of the long range, the rockets automatically detonate once reaching the weapon&amp;#039;s range, which limits Tactical and Sniper stance attacks to the listed ranges.  It is unknown if bonus range % due to mods affects this.  Furthermore rockets tend to have a moderate drop, requiring you to aim above the actual point you wish them to strike.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Rocket Launcher you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Talon&amp;#039; Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:More of a rocket machine gun than a launcher.  Difficult to aim past 20 meters due to the combination of rapid-fire accuracy degradation and shell drop.&lt;br /&gt;
::Physical Splash damage, 200 shots/min, 40m range&lt;br /&gt;
::4 mods (RoBFFRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM108 Trident Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct + Fire Splash damage, 40 shots/min&lt;br /&gt;
::5 mods (BFFRoRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM107 Firefox Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:Fires a shell which explodes on contact, leaving a patch of burning ground.&lt;br /&gt;
::Fire Splash + Fire Field damage, 30 shots/min&lt;br /&gt;
::6 mods (BFFRoRoT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Combustion Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 30 shots/min, 10 projectiles per shot, 20m range&lt;br /&gt;
::5 mods (AFFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Hellcat MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The MIRV fires a single shell that does light damage if striking an enemy directly, but will bounce around if it does not.  After a short time (1-2 seconds), the shell splits up into multiple explosives that detonate on contact.&lt;br /&gt;
::Spectral Splash damage, 75 shots per minute, 40m range&lt;br /&gt;
::4? mods (RoBBRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Sandman MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Splash + Toxic Splash damage, 60 shots/min, 40m range&lt;br /&gt;
::2 mods&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;SRAC&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::Physical Direct Damage, 240 shots per minute, 25m range&lt;br /&gt;
::1 mod (A)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;M3 Perforator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 20m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM3 Eviscerator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 25m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
== Rocket Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM31 Thermal Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash, 85 shots/min, 20m range&lt;br /&gt;
::3? mods (FFF) (not sure if I&amp;#039;ve ever seen more than 2 here)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM42 Convection Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 100 shots/min, 20m range&lt;br /&gt;
::3 mods (FFF) &lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM?? Chrome Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 120 shots/min, 20m range&lt;br /&gt;
::4? (FFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM313 Raptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:This sprays bullets for a few seconds with each press of the trigger.  The accuracy starts off poor and quickly becomes abyssmal.&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::2 mods (BF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM314 Falcon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::4 mods (BFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight RDX Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:In spite of the low rate of fire, the base Physical damage and high inherent Stun attack power can stunlock enemies.&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20 meter range&lt;br /&gt;
::2? mod (FRo)&lt;br /&gt;
&lt;br /&gt;
== Close Range Weapons ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladesaw&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::1 mod (Battery)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladefrenzy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::mod slots unknown&lt;br /&gt;
&lt;br /&gt;
== Oddball ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Tactical Spiker Mine Layer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Spiker fires a cluster of mines that stick to surfaces they hit.  Eventually they go off, hopefully hurting things nearby.  Proximity?  Time?&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 20m range, 7 mines per discharge, 37 shots per minute&lt;br /&gt;
::3 slots (RoBB)&lt;/div&gt;</summary>
		<author><name>N</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24386</id>
		<title>Hunter Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24386"/>
		<updated>2007-11-16T13:51:39Z</updated>

		<summary type="html">&lt;p&gt;N: /* Heavy Rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various weapons the [[Hunter (Hellgate)|Hunter]] class has access to in their battle against the demons. A further generalized breakdown of weapon stats, damage types, and delivery methods is listed under [[Weapons_and_Damage|Weapons and Damage]].&lt;br /&gt;
&lt;br /&gt;
== Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles typically deal Direct damage with a very high rate if fire.&lt;br /&gt;
&lt;br /&gt;
The longer you are shooting, the bigger your cross hair and the less accurate the Automatic Rifle gets. This is in addition to the loss of accuracy you get from moving. You might want to use shorter bursts of fire while standing still to keep high accuracy instead of just running and holding down the mouse button. To compensate the quick decrease of accuracy, it is adviced to be in Tactical Stance or Sniper stance while shooting Automatic Rifles.&lt;br /&gt;
&lt;br /&gt;
On the other hand, against large groups of lower level enemies, running around with an Automatic Rifle shooting non-stop can be a very valid tactic, especially when you have a Splash damage weapon.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55 20mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 20m range&lt;br /&gt;
::4 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55-B 20mm Shrapnel Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Splash damage, 300 shots/min, 25m range&lt;br /&gt;
::3? mods (ABT)&lt;br /&gt;
::Slightly less inherent accuracy than the XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM57 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::4 mods (Ammo, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM63 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::5? mods (Ammo, Battery, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Volt Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 300 shots/min, 3 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Shock Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::8 mods (FABBBReTT)&lt;br /&gt;
::Slightly less inherent accuracy than a XM55-B, noticeably less than a XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Electropulse Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::5 confirmed mods (Ammo, Fuel, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Thermite Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::4 mods (FFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Exothermic Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 600 shots/min, 25m range&lt;br /&gt;
::6 mods (Fuel, Fuel, Fuel, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
Todo: Fill in details&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Cluster Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Cluster Rifle fires a primary shell that explodes, sending 4? other shells in various directions, which also explode when they hit.  Excellent for small rooms and tightly packed mobs.&lt;br /&gt;
::Physical Direct + Physical Splash damage, 66 shots/min, 20m range&lt;br /&gt;
::6mods (RoRoRoBFReT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Mongoose Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Mongoose fires a crackling electrical shell that sticks and explodes a few seconds later.&lt;br /&gt;
::Electrical Splash damage, 80 shots per minute, 25m range&lt;br /&gt;
::2? mods (RoF)&lt;br /&gt;
&lt;br /&gt;
== Laser Rifles ==&lt;br /&gt;
&lt;br /&gt;
Laser Rifles typically deal Electric Beam damage, with a constant stream of damage that decreases in effectiveness the longer you keep shooting.&lt;br /&gt;
&lt;br /&gt;
The Laser Rifle doesn&amp;#039;t suffer from accuracy loss due to constant fire or moving. Instead, you will get a little &amp;quot;effectiveness&amp;quot; indicator next to your crosshair. As you keep shooting, the effectiveness will slowly drop, and at some point you will deal less damage (it decreases down to 25% of your normal damage). Stopping fire for a second will let the effectiveness go up to 100% again.&lt;br /&gt;
&lt;br /&gt;
The special accuracy of the Laser Rifle makes it an excellent choice when backing away from enemies, or when shooting enemies while running.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;constant&amp;quot; stream of fire actually internally translates to a very high rate of fire, which combined with the high accuracy and the fact that you can hit mlutiple mobs at once makes mods with a &amp;quot;chance on hit&amp;quot; very easy to proc.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM803 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5 mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM923 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5? mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Venom Lance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Toxic Beam damage, 20m range&lt;br /&gt;
::4 mods (BFFF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Grizzly Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:: Physical Field damage, 20m range&lt;br /&gt;
:: 5? mods (BBBReT)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Firestarter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Beam damage, 20m range&lt;br /&gt;
::2 mod (FRe)&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
Shotguns (and shotgun pistols) usually deal physical damage.  They fire a burst of shells simultaneously at a moderate rate, although the total number of bullets fired is appoximately the same as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Shockstorm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Fires a horizontal pattern of 5 shells.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Electrical Direct, 20m range, 75 shot per minute (5 shells fired per discharge = 375 rounds per minute)&lt;br /&gt;
::6? mods (BARe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XMS5 Jackhammer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
: Fires a circular pattern of 5? shells.&lt;br /&gt;
::Physical Direct, 14m range, 37 shots per minute&lt;br /&gt;
::2? mods (BT)&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles ==&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles typically deal Spectral Direct damage, and have a long range and slow rate of fire.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the higher the chance to miss.&lt;br /&gt;
&lt;br /&gt;
While the connection to Sniper stance is logical, you can also use a Sniper Rifle like an inaccurate shotgun. At close range against a single enemy, a Sniper Rifle deals enough damage to finish an enemy while rushing into a room or retreating.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Sniper Rifle you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Poseidon&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 28 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (FF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Triton&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 24 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Loki&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 26 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
== Sniper Pistols ==&lt;br /&gt;
&lt;br /&gt;
A pistol version of the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Rail Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electrical Direct damage, 30 shots per minute, 40m range, 1% inherent critical bonus&lt;br /&gt;
::2? mod slots (BA)&lt;br /&gt;
&lt;br /&gt;
== Rocket Launchers ==&lt;br /&gt;
&lt;br /&gt;
Rocket Launchers typically deal Splash damage, and are often used on groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the bigger the missle spread. While this is bad when you are attacking a single enemy or a very dense group of enemies, this might be desired if you are attacking a wide group of lower level enemies. While less accurate, you are covering a bigger area with each shot.&lt;br /&gt;
&lt;br /&gt;
In spite of the long range, the rockets automatically detonate once reaching the weapon&amp;#039;s range, which limits Tactical and Sniper stance attacks to the listed ranges.  It is unknown of bonus range due to mods affects this.  Furthermore rockets tend to have a moderate drop, requiring you to aim above the actual point you wish them to strike.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Rocket Launcher you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Talon&amp;#039; Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash damage, 200 shots/min, 40m range&lt;br /&gt;
::4 mods (RoBFFRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM108 Trident Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct + Fire Splash damage, 40 shots/min&lt;br /&gt;
::5 mods (BFFRoRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM107 Firefox Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash + Fire Field damage, 30 shots/min&lt;br /&gt;
::5 mods (BFFRoRoT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Combustion Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 30 shots/min, 10 projectiles per shot, 20m range&lt;br /&gt;
::5 mods (AFFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Hellcat MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The MIRV fires a single shell that does light damage.  After a short time (1-2 seconds), the shell splits up into multiple explosives that detonate on contact.  Hitting an enemy with the primary shell does negligible damage.&lt;br /&gt;
::Spectral Splash damage, 75 shots per minute, 40m range&lt;br /&gt;
::4? mods (RoBBRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Sandman MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Splash + Toxic Splash damage, 60 shots/min, 40m range&lt;br /&gt;
::2 mods&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;SRAC&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::Physical Direct Damage, 240 shots per minute, 25m range&lt;br /&gt;
::1 mod (A)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;M3 Perforator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 20m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM3 Eviscerator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 25m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
== Rocket Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20m range&lt;br /&gt;
::2? mods (FRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM31 Thermal Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash, 85 shots/min, 20m range&lt;br /&gt;
::3? mods (FFF) (not sure if I&amp;#039;ve ever seen more than 2 here)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM42 Convection Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 100 shots/min, 20m range&lt;br /&gt;
::3 mods (FFF) &lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM?? Chrome Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 120 shots/min, 20m range&lt;br /&gt;
::4? (FFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM313 Raptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::2 mods (BF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM314 Falcon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::4 mods (BFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight RDX Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20 meter range&lt;br /&gt;
::1? mod (Ro)&lt;br /&gt;
&lt;br /&gt;
== Close Range Weapons ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladesaw&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::1 mod (Battery)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladefrenzy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::mod slots unknown&lt;br /&gt;
&lt;br /&gt;
== Oddball ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Tactical Spiker Mine Layer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Spiker fires a cluster of mines that stick to surfaces they hit.  Eventually they go off, hopefully hurting things nearby.  Proximity?  Time?&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 20m range, 7 mines per discharge, 37 shots per minute&lt;br /&gt;
::3 slots (RoBB)&lt;/div&gt;</summary>
		<author><name>N</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24385</id>
		<title>Hunter Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24385"/>
		<updated>2007-11-16T01:49:14Z</updated>

		<summary type="html">&lt;p&gt;N: /* Laser Rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various weapons the [[Hunter (Hellgate)|Hunter]] class has access to in their battle against the demons. A further generalized breakdown of weapon stats, damage types, and delivery methods is listed under [[Weapons_and_Damage|Weapons and Damage]].&lt;br /&gt;
&lt;br /&gt;
== Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles typically deal Direct damage with a very high rate if fire.&lt;br /&gt;
&lt;br /&gt;
The longer you are shooting, the bigger your cross hair and the less accurate the Automatic Rifle gets. This is in addition to the loss of accuracy you get from moving. You might want to use shorter bursts of fire while standing still to keep high accuracy instead of just running and holding down the mouse button. To compensate the quick decrease of accuracy, it is adviced to be in Tactical Stance or Sniper stance while shooting Automatic Rifles.&lt;br /&gt;
&lt;br /&gt;
On the other hand, against large groups of lower level enemies, running around with an Automatic Rifle shooting non-stop can be a very valid tactic, especially when you have a Splash damage weapon.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55 20mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 20m range&lt;br /&gt;
::4 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55-B 20mm Shrapnel Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Splash damage, 300 shots/min, 25m range&lt;br /&gt;
::3? mods (ABT)&lt;br /&gt;
::Slightly less inherent accuracy than the XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM57 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::4 mods (Ammo, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM63 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::5? mods (Ammo, Battery, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Volt Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 300 shots/min, 3 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Shock Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::8 mods (FABBBReTT)&lt;br /&gt;
::Slightly less inherent accuracy than a XM55-B, noticeably less than a XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Electropulse Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::5 confirmed mods (Ammo, Fuel, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Thermite Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::4 mods (FFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Exothermic Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 600 shots/min, 25m range&lt;br /&gt;
::6 mods (Fuel, Fuel, Fuel, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
Todo: Fill in details&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Cluster Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Cluster Rifle fires a primary shell that explodes, sending 4? other shells in various directions, which also explode when they hit.  Excellent for small rooms and tightly packed mobs.&lt;br /&gt;
::Physical Direct + Physical Splash damage, 66 shots/min, 20m range&lt;br /&gt;
::6mods (RoRoRoBFReT)&lt;br /&gt;
&lt;br /&gt;
== Laser Rifles ==&lt;br /&gt;
&lt;br /&gt;
Laser Rifles typically deal Electric Beam damage, with a constant stream of damage that decreases in effectiveness the longer you keep shooting.&lt;br /&gt;
&lt;br /&gt;
The Laser Rifle doesn&amp;#039;t suffer from accuracy loss due to constant fire or moving. Instead, you will get a little &amp;quot;effectiveness&amp;quot; indicator next to your crosshair. As you keep shooting, the effectiveness will slowly drop, and at some point you will deal less damage (it decreases down to 25% of your normal damage). Stopping fire for a second will let the effectiveness go up to 100% again.&lt;br /&gt;
&lt;br /&gt;
The special accuracy of the Laser Rifle makes it an excellent choice when backing away from enemies, or when shooting enemies while running.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;constant&amp;quot; stream of fire actually internally translates to a very high rate of fire, which combined with the high accuracy and the fact that you can hit mlutiple mobs at once makes mods with a &amp;quot;chance on hit&amp;quot; very easy to proc.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM803 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5 mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM923 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5? mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Venom Lance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Toxic Beam damage, 20m range&lt;br /&gt;
::4 mods (BFFF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Grizzly Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:: Physical Field damage, 20m range&lt;br /&gt;
:: 5? mods (BBBReT)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Firestarter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Beam damage, 20m range&lt;br /&gt;
::2 mod (FRe)&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
Shotguns (and shotgun pistols) usually deal physical damage.  They fire a burst of shells simultaneously at a moderate rate, although the total number of bullets fired is appoximately the same as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Shockstorm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Fires a horizontal pattern of 5 shells.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Electrical Direct, 20m range, 75 shot per minute (5 shells fired per discharge = 375 rounds per minute)&lt;br /&gt;
::6? mods (BARe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XMS5 Jackhammer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
: Fires a circular pattern of 5? shells.&lt;br /&gt;
::Physical Direct, 14m range, 37 shots per minute&lt;br /&gt;
::2? mods (BT)&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles ==&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles typically deal Spectral Direct damage, and have a long range and slow rate of fire.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the higher the chance to miss.&lt;br /&gt;
&lt;br /&gt;
While the connection to Sniper stance is logical, you can also use a Sniper Rifle like an inaccurate shotgun. At close range against a single enemy, a Sniper Rifle deals enough damage to finish an enemy while rushing into a room or retreating.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Sniper Rifle you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Poseidon&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 28 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (FF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Triton&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 24 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Loki&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 26 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
== Sniper Pistols ==&lt;br /&gt;
&lt;br /&gt;
A pistol version of the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Rail Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electrical Direct damage, 30 shots per minute, 40m range, 1% inherent critical bonus&lt;br /&gt;
::2? mod slots (BA)&lt;br /&gt;
&lt;br /&gt;
== Rocket Launchers ==&lt;br /&gt;
&lt;br /&gt;
Rocket Launchers typically deal Splash damage, and are often used on groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the bigger the missle spread. While this is bad when you are attacking a single enemy or a very dense group of enemies, this might be desired if you are attacking a wide group of lower level enemies. While less accurate, you are covering a bigger area with each shot.&lt;br /&gt;
&lt;br /&gt;
In spite of the long range, the rockets automatically detonate once reaching the weapon&amp;#039;s range, which limits Tactical and Sniper stance attacks to the listed ranges.  It is unknown of bonus range due to mods affects this.  Furthermore rockets tend to have a moderate drop, requiring you to aim above the actual point you wish them to strike.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Rocket Launcher you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Talon&amp;#039; Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash damage, 200 shots/min, 40m range&lt;br /&gt;
::4 mods (RoBFFRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM108 Trident Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct + Fire Splash damage, 40 shots/min&lt;br /&gt;
::5 mods (BFFRoRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM107 Firefox Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash + Fire Field damage, 30 shots/min&lt;br /&gt;
::5 mods (BFFRoRoT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Combustion Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 30 shots/min, 10 projectiles per shot, 20m range&lt;br /&gt;
::5 mods (AFFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Hellcat MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The MIRV fires a single shell that does light damage.  After a short time (1-2 seconds), the shell splits up into multiple explosives that detonate on contact.  Hitting an enemy with the primary shell does negligible damage.&lt;br /&gt;
::Spectral Splash damage, 75 shots per minute, 40m range&lt;br /&gt;
::4? mods (RoBBRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Sandman MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Splash + Toxic Splash damage, 60 shots/min, 40m range&lt;br /&gt;
::2 mods&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;SRAC&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::Physical Direct Damage, 240 shots per minute, 25m range&lt;br /&gt;
::1 mod (A)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;M3 Perforator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 20m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM3 Eviscerator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 25m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
== Rocket Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20m range&lt;br /&gt;
::2? mods (FRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM31 Thermal Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash, 85 shots/min, 20m range&lt;br /&gt;
::3? mods (FFF) (not sure if I&amp;#039;ve ever seen more than 2 here)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM42 Convection Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 100 shots/min, 20m range&lt;br /&gt;
::3 mods (FFF) &lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM?? Chrome Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 120 shots/min, 20m range&lt;br /&gt;
::4? (FFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM313 Raptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::2 mods (BF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM314 Falcon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::4 mods (BFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight RDX Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20 meter range&lt;br /&gt;
::1? mod (Ro)&lt;br /&gt;
&lt;br /&gt;
== Close Range Weapons ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladesaw&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::1 mod (Battery)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladefrenzy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::mod slots unknown&lt;br /&gt;
&lt;br /&gt;
== Oddball ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Tactical Spiker Mine Layer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Spiker fires a cluster of mines that stick to surfaces they hit.  Eventually they go off, hopefully hurting things nearby.  Proximity?  Time?&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 20m range, 7 mines per discharge, 37 shots per minute&lt;br /&gt;
::3 slots (RoBB)&lt;/div&gt;</summary>
		<author><name>N</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24382</id>
		<title>Hunter Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24382"/>
		<updated>2007-11-16T01:25:38Z</updated>

		<summary type="html">&lt;p&gt;N: /* Laser Rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various weapons the [[Hunter (Hellgate)|Hunter]] class has access to in their battle against the demons. A further generalized breakdown of weapon stats, damage types, and delivery methods is listed under [[Weapons_and_Damage|Weapons and Damage]].&lt;br /&gt;
&lt;br /&gt;
== Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles typically deal Direct damage with a very high rate if fire.&lt;br /&gt;
&lt;br /&gt;
The longer you are shooting, the bigger your cross hair and the less accurate the Automatic Rifle gets. This is in addition to the loss of accuracy you get from moving. You might want to use shorter bursts of fire while standing still to keep high accuracy instead of just running and holding down the mouse button. To compensate the quick decrease of accuracy, it is adviced to be in Tactical Stance or Sniper stance while shooting Automatic Rifles.&lt;br /&gt;
&lt;br /&gt;
On the other hand, against large groups of lower level enemies, running around with an Automatic Rifle shooting non-stop can be a very valid tactic, especially when you have a Splash damage weapon.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55 20mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 20m range&lt;br /&gt;
::4 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55-B 20mm Shrapnel Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Splash damage, 300 shots/min, 25m range&lt;br /&gt;
::3? mods (ABT)&lt;br /&gt;
::Slightly less inherent accuracy than the XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM57 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::4 mods (Ammo, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM63 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::5? mods (Ammo, Battery, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Volt Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 300 shots/min, 3 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Shock Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::8 mods (FABBBReTT)&lt;br /&gt;
::Slightly less inherent accuracy than a XM55-B, noticeably less than a XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Electropulse Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::5 confirmed mods (Ammo, Fuel, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Thermite Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::4 mods (FFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Exothermic Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 600 shots/min, 25m range&lt;br /&gt;
::6 mods (Fuel, Fuel, Fuel, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
Todo: Fill in details&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Cluster Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Cluster Rifle fires a primary shell that explodes, sending 4? other shells in various directions, which also explode when they hit.  Excellent for small rooms and tightly packed mobs.&lt;br /&gt;
::Physical Direct + Physical Splash damage, 66 shots/min, 20m range&lt;br /&gt;
::6mods (RoRoRoBFReT)&lt;br /&gt;
&lt;br /&gt;
== Laser Rifles ==&lt;br /&gt;
&lt;br /&gt;
Laser Rifles typically deal Electric Beam damage, with a constant stream of damage that decreases in effectiveness the longer you keep shooting.&lt;br /&gt;
&lt;br /&gt;
The Laser Rifle doesn&amp;#039;t suffer from accuracy loss due to constant fire or moving. Instead, you will get a little &amp;quot;effectiveness&amp;quot; indicator next to your crosshair. As you keep shooting, the effectiveness will slowly drop, and at some point you will deal less damage (it decreases down to 25% of your normal damage). Stopping fire for a second will let the effectiveness go up to 100% again.&lt;br /&gt;
&lt;br /&gt;
The special accuracy of the Laser Rifle makes it an excellent choice when backing away from enemies, or when shooting enemies while running.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;constant&amp;quot; stream of fire actually internally translates to a very high rate of fire, which combined with the high accuracy and the fact that you can hit mlutiple mobs at once makes mods with a &amp;quot;chance on hit&amp;quot; very easy to proc.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM803 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5 mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM923 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5? mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Venom Lance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Toxic Beam damage, 20m range&lt;br /&gt;
::4 mods (BFFF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Grizzly Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:: Physical Field damage, 20m range&lt;br /&gt;
:: 4? mods (BBBRe)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Firestarter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Beam damage, 20m range&lt;br /&gt;
::2 mod (FRe)&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
Shotguns (and shotgun pistols) usually deal physical damage.  They fire a burst of shells simultaneously at a moderate rate, although the total number of bullets fired is appoximately the same as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Shockstorm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Fires a horizontal pattern of 5 shells.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Electrical Direct, 20m range, 75 shot per minute (5 shells fired per discharge = 375 rounds per minute)&lt;br /&gt;
::6? mods (BARe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XMS5 Jackhammer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
: Fires a circular pattern of 5? shells.&lt;br /&gt;
::Physical Direct, 14m range, 37 shots per minute&lt;br /&gt;
::2? mods (BT)&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles ==&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles typically deal Spectral Direct damage, and have a long range and slow rate of fire.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the higher the chance to miss.&lt;br /&gt;
&lt;br /&gt;
While the connection to Sniper stance is logical, you can also use a Sniper Rifle like an inaccurate shotgun. At close range against a single enemy, a Sniper Rifle deals enough damage to finish an enemy while rushing into a room or retreating.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Sniper Rifle you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Poseidon&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 28 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (FF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Triton&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 24 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Loki&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 26 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
== Sniper Pistols ==&lt;br /&gt;
&lt;br /&gt;
A pistol version of the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Rail Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electrical Direct damage, 30 shots per minute, 40m range, 1% inherent critical bonus&lt;br /&gt;
::2? mod slots (BA)&lt;br /&gt;
&lt;br /&gt;
== Rocket Launchers ==&lt;br /&gt;
&lt;br /&gt;
Rocket Launchers typically deal Splash damage, and are often used on groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the bigger the missle spread. While this is bad when you are attacking a single enemy or a very dense group of enemies, this might be desired if you are attacking a wide group of lower level enemies. While less accurate, you are covering a bigger area with each shot.&lt;br /&gt;
&lt;br /&gt;
In spite of the long range, the rockets automatically detonate once reaching the weapon&amp;#039;s range, which limits Tactical and Sniper stance attacks to the listed ranges.  It is unknown of bonus range due to mods affects this.  Furthermore rockets tend to have a moderate drop, requiring you to aim above the actual point you wish them to strike.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Rocket Launcher you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Talon&amp;#039; Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash damage, 200 shots/min, 40m range&lt;br /&gt;
::4 mods (RoBFFRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM108 Trident Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct + Fire Splash damage, 40 shots/min&lt;br /&gt;
::5 mods (BFFRoRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM107 Firefox Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash + Fire Field damage, 30 shots/min&lt;br /&gt;
::5 mods (BFFRoRoT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Combustion Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 30 shots/min, 10 projectiles per shot, 20m range&lt;br /&gt;
::5 mods (AFFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Hellcat MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The MIRV fires a single shell that does light damage.  After a short time (1-2 seconds), the shell splits up into multiple explosives that detonate on contact.  Hitting an enemy with the primary shell does negligible damage.&lt;br /&gt;
::Spectral Splash damage, 75 shots per minute, 40m range&lt;br /&gt;
::4? mods (RoBBRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Sandman MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Splash + Toxic Splash damage, 60 shots/min, 40m range&lt;br /&gt;
::2 mods&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;SRAC&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::Physical Direct Damage, 240 shots per minute, 25m range&lt;br /&gt;
::1 mod (A)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;M3 Perforator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 20m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM3 Eviscerator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 25m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
== Rocket Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20m range&lt;br /&gt;
::2? mods (FRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM31 Thermal Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash, 85 shots/min, 20m range&lt;br /&gt;
::3? mods (FFF) (not sure if I&amp;#039;ve ever seen more than 2 here)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM42 Convection Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 100 shots/min, 20m range&lt;br /&gt;
::3 mods (FFF) &lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM?? Chrome Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 120 shots/min, 20m range&lt;br /&gt;
::4? (FFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM313 Raptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::2 mods (BF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM314 Falcon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::4 mods (BFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight RDX Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20 meter range&lt;br /&gt;
::1? mod (Ro)&lt;br /&gt;
&lt;br /&gt;
== Close Range Weapons ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladesaw&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::1 mod (Battery)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladefrenzy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::mod slots unknown&lt;br /&gt;
&lt;br /&gt;
== Oddball ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Tactical Spiker Mine Layer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Spiker fires a cluster of mines that stick to surfaces they hit.  Eventually they go off, hopefully hurting things nearby.  Proximity?  Time?&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 20m range, 7 mines per discharge, 37 shots per minute&lt;br /&gt;
::3 slots (RoBB)&lt;/div&gt;</summary>
		<author><name>N</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24278</id>
		<title>Hunter Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hunter_Weapons&amp;diff=24278"/>
		<updated>2007-11-14T06:03:02Z</updated>

		<summary type="html">&lt;p&gt;N: Added Arclight RDX&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various weapons the [[Hunter (Hellgate)]] class has access to in their battle against the demons. A further generalized breakdown of weapon stats, damage types, and delivery methods is listed under [[Weapons_and_Damage|Weapons and Damage]].&lt;br /&gt;
&lt;br /&gt;
== Automatic Rifles ==&lt;br /&gt;
&lt;br /&gt;
Automatic Rifles typically deal Direct damage with a very high rate if fire.&lt;br /&gt;
&lt;br /&gt;
The longer you are shooting, the bigger your cross hair and the less accurate the Automatic Rifle gets. This is in addition to the loss of accuracy you get from moving. You might want to use shorter bursts of fire while standing still to keep high accuracy instead of just running and holding down the mouse button. To compensate the quick decrease of accuracy, it is adviced to be in Tactical Stance or Sniper stance while shooting Automatic Rifles.&lt;br /&gt;
&lt;br /&gt;
On the other hand, against large groups of lower level enemies, running around with an Automatic Rifle shooting non-stop can be a very valid tactic, especially when you have a Splash damage weapon.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55 20mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 20m range&lt;br /&gt;
::4 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM55-B 20mm Shrapnel Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Splash damage, 300 shots/min, 25m range&lt;br /&gt;
::3? mods (ABT)&lt;br /&gt;
::Slightly less inherent accuracy than the XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM57 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::4 mods (Ammo, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM63 25mm Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct damage, 300 shots/min, 25m range&lt;br /&gt;
::5? mods (Ammo, Battery, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Volt Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 300 shots/min, 3 mods&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Shock Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::8 mods (FABBBReTT)&lt;br /&gt;
::Slightly less inherent accuracy than a XM55-B, noticeably less than a XM57.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Electropulse Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::5 confirmed mods (Ammo, Fuel, Battery, Battery, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Thermite Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 400 shots/min, 25m range&lt;br /&gt;
::4 mods (FFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Exothermic Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct damage, 600 shots/min, 25m range&lt;br /&gt;
::6 mods (Fuel, Fuel, Fuel, Relic, Relic, Relic)&lt;br /&gt;
&lt;br /&gt;
== Heavy Rifles ==&lt;br /&gt;
&lt;br /&gt;
Todo: Fill in details&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Cluster Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Cluster Rifle fires a primary shell that explodes, sending 4? other shells in various directions, which also explode when they hit.  Excellent for small rooms and tightly packed mobs.&lt;br /&gt;
::Physical Direct + Physical Splash damage, 66 shots/min, 20m range&lt;br /&gt;
::6mods (RoRoRoBFReT)&lt;br /&gt;
&lt;br /&gt;
== Laser Rifles ==&lt;br /&gt;
&lt;br /&gt;
Laser Rifles typically deal Electric Beam damage, with a constant stream of damage that decreases in effectiveness the longer you keep shooting.&lt;br /&gt;
&lt;br /&gt;
The Laser Rifle doesn&amp;#039;t suffer from accuracy loss due to constant fire or moving. Instead, you will get a little &amp;quot;effectiveness&amp;quot; indicator next to your crosshair. As you keep shooting, the effectiveness will slowly drop, and at some point you will deal less damage (it decreases down to 25% of your normal damage). Stopping fire for a second will let the effectiveness go up to 100% again.&lt;br /&gt;
&lt;br /&gt;
The special accuracy of the Laser Rifle makes it an excellent choice when backing away from enemies, or when shooting enemies while running.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;constant&amp;quot; stream of fire actually internally translates to a very high rate of fire, which combined with the high accuracy and the fact that you can hit mlutiple mobs at once makes mods with a &amp;quot;chance on hit&amp;quot; very easy to proc.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM803 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5 mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM923 Zeus Rifle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electric Beam damage&lt;br /&gt;
::5? mods (BBTT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Venom Lance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Toxic Beam damage, 20m range&lt;br /&gt;
::4 mods (BFFF)&lt;br /&gt;
&lt;br /&gt;
== Laser Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Firestarter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Beam damage, 20m range&lt;br /&gt;
::2 mod (FRe)&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
Shotguns (and shotgun pistols) usually deal physical damage.  They fire a burst of shells simultaneously at a moderate rate, although the total number of bullets fired is appoximately the same as an assault rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Shockstorm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Fires a horizontal pattern of 5 shells.&lt;br /&gt;
&lt;br /&gt;
::Physical Direct and Electrical Direct, 20m range, 75 shot per minute (5 shells fired per discharge = 375 rounds per minute)&lt;br /&gt;
::6? mods (BARe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XMS5 Jackhammer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
: Fires a circular pattern of 5? shells.&lt;br /&gt;
::Physical Direct, 14m range, 37 shots per minute&lt;br /&gt;
::2? mods (BT)&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles ==&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles typically deal Spectral Direct damage, and have a long range and slow rate of fire.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the higher the chance to miss.&lt;br /&gt;
&lt;br /&gt;
While the connection to Sniper stance is logical, you can also use a Sniper Rifle like an inaccurate shotgun. At close range against a single enemy, a Sniper Rifle deals enough damage to finish an enemy while rushing into a room or retreating.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Sniper Rifle you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Poseidon&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 28 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (FF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Triton&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 24 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Loki&amp;#039; SNPR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Direct damage, 26 shots/min, 40m, 3% bonus critical chance&lt;br /&gt;
::8 mods (Battery, Battery, Ammo, Fuel, Fuel, Tech, Tech, Tech)&lt;br /&gt;
&lt;br /&gt;
== Sniper Pistols ==&lt;br /&gt;
&lt;br /&gt;
A pistol version of the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Rail Pistol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Electrical Direct damage, 30 shots per minute, 40m range, 1% inherent critical bonus&lt;br /&gt;
::2? mod slots (BA)&lt;br /&gt;
&lt;br /&gt;
== Rocket Launchers ==&lt;br /&gt;
&lt;br /&gt;
Rocket Launchers typically deal Splash damage, and are often used on groups of enemies.&lt;br /&gt;
&lt;br /&gt;
Due to the very low rate of fire, accuracy doesn&amp;#039;t suffer from firing, but accuracy is effected by stances and moving. The bigger the cross-hair on your screen is, the bigger the missle spread. While this is bad when you are attacking a single enemy or a very dense group of enemies, this might be desired if you are attacking a wide group of lower level enemies. While less accurate, you are covering a bigger area with each shot.&lt;br /&gt;
&lt;br /&gt;
In spite of the long range, the rockets automatically detonate once reaching the weapon&amp;#039;s range, which limits Tactical and Sniper stance attacks to the listed ranges.  It is unknown of bonus range due to mods affects this.  Furthermore rockets tend to have a moderate drop, requiring you to aim above the actual point you wish them to strike.&lt;br /&gt;
&lt;br /&gt;
Note: Due to the slow rate of fire, when using a Rocket Launcher you should have the skill &amp;quot;Use right weapon&amp;quot; (not &amp;quot;Use left weapon&amp;quot;) somewhere on the Action Bar or Skill Spheres so you can see when it is ready to fire again.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S &amp;#039;Talon&amp;#039; Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash damage, 200 shots/min, 40m range&lt;br /&gt;
::4 mods (RoBFFRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM108 Trident Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct + Fire Splash damage, 40 shots/min&lt;br /&gt;
::5 mods (BFFRoRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM107 Firefox Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash + Fire Field damage, 30 shots/min&lt;br /&gt;
::5 mods (BFFRoRoT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight Combustion Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 30 shots/min, 10 projectiles per shot, 20m range&lt;br /&gt;
::5 mods (AFFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Nanodyne Hellcat MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The MIRV fires a single shell that does light damage.  After a short time (1-2 seconds), the shell splits up into multiple explosives that detonate on contact.  Hitting an enemy with the primary shell does negligible damage.&lt;br /&gt;
::Spectral Splash damage, 75 shots per minute, 40m range&lt;br /&gt;
::4? mods (RoBBRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Sandman MIRV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Spectral Splash + Toxic Splash damage, 60 shots/min, 40m range&lt;br /&gt;
::2 mods&lt;br /&gt;
&lt;br /&gt;
== Machine Pistols ==&lt;br /&gt;
&lt;br /&gt;
Highly inaccurate.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;SRAC&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::Physical Direct Damage, 240 shots per minute, 25m range&lt;br /&gt;
::1 mod (A)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;M3 Perforator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 20m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM3 Eviscerator&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct Damage, 300 shots/min, 25m range&lt;br /&gt;
::3 mods (AFT)&lt;br /&gt;
&lt;br /&gt;
== Rocket Pistols ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20m range&lt;br /&gt;
::2? mods (FRo)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM31 Thermal Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash, 85 shots/min, 20m range&lt;br /&gt;
::3? mods (FFF) (not sure if I&amp;#039;ve ever seen more than 2 here)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM42 Convection Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 100 shots/min, 20m range&lt;br /&gt;
::3 mods (FFF) &lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM?? Chrome Bolter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Fire Direct + Fire Splash damage, 120 shots/min, 20m range&lt;br /&gt;
::4? (FFFT)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM313 Raptor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::2 mods (BF)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM314 Falcon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Direct, 600 shots/min, 18m range&lt;br /&gt;
::4 mods (BFReRe)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Arclight RDX Grenade Launcher&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Splash + Fire Splash, 30 shots per minute, 20 meter range&lt;br /&gt;
::1? mod (Ro)&lt;br /&gt;
&lt;br /&gt;
== Close Range Weapons ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladesaw&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::1 mod (Battery)&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;XM666 Bladefrenzy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Physical Beam damage, 2m range&lt;br /&gt;
::mod slots unknown&lt;br /&gt;
&lt;br /&gt;
== Oddball ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;F-S Tactical Spiker Mine Layer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:The Spiker fires a cluster of mines that stick to surfaces they hit.  Eventually they go off, hopefully hurting things nearby.  Proximity?  Time?&lt;br /&gt;
&lt;br /&gt;
::Fire Splash damage, 20m range, 7 mines per discharge, 37 shots per minute&lt;br /&gt;
::2? slots (RoB)&lt;/div&gt;</summary>
		<author><name>N</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_skills&amp;diff=29348</id>
		<title>Marksman skills</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_skills&amp;diff=29348"/>
		<updated>2007-11-05T02:19:35Z</updated>

		<summary type="html">&lt;p&gt;N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is work in progress&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;#039;&amp;#039;CaLViN:  I&amp;#039;m just going to make some notes on these skills.  When release hits and we have time to adequately test everything out, we can edit all this down to just the facts.  I&amp;#039;m going to just say a few things that I have learned from experimenting in beta, and try to leave my opinion out of it.  -[[User:Filorux|Filorux]]&amp;#039;&amp;#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
&lt;br /&gt;
=== Tactical Stance ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Hunter&amp;#039;s steadier aim and reduced profile as a target grant a tactical advantage over the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Firing Accuracy increased by 50%. Range increassed by 25%. Missle Velocity increased by 25%.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1st rank: 5% crit. Other ranks: 1% crit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Power Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
33.8 (rank 3)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Can&amp;#039;t move while in Tactical Stance. Moving will cancel the stance. Using most other skills (grenades, strikes, Rapid Fire etc) will cancel the stance as well.&lt;br /&gt;
- Does not stack with Sniper Stance; bonuses from Tactical Stance do not apply in Sniper stance and vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Synergies&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Crit chance improves the chance to trigger the Passive skills, and will greatly enhance skills or items that increase critical damage.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Put at least one point in here. Anytime you are shooting and not running you should be in this stance (or maybe in Sniper stance). The bonuses are just too good to pass up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bugs / Issues&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Builds&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overshield ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Whenever the Marksman assumes a Tactical Stance, his armor automatically uses stored kinetic energy to greatly increase personal shielding. Only active while in Tactical Stance.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Bonus to maximum shield. Bonus for each rank:&lt;br /&gt;
190 / 237 / ?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Only works in Tactical Stance (not in Sniper).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Prereqs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
3 points in Tactical Stance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If you spend a lot of time in Tactical Stance, investing the 3 points (one in Overshield, two in Tactical Stance if you haven&amp;#039;t put points into this) might be a good idea. Can skip this skill if you spend most time in Sniper, or if you want to go for a more &amp;quot;glasscanon&amp;quot; build and invest the points into offensive skills instead.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bugs / Issues&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- bugged (as of 10/05): does not add the full amount to shield. Could be that the skill scales with level and the 190 value is only available at max char level?&lt;br /&gt;
&lt;br /&gt;
=== Elemental Visions ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
While remaining still and focusing on a target, the Marksman scans for elemental weaknesses.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Stun, Ignite, Shock, Phase and Poison Attack Strengths increased. Bonus for each rank:&lt;br /&gt;
15% / ?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Only active while in Tactical Stance.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Synergies&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
cooll stuff&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases elemental attack strength while in Tactical Stance. Seems useful for elemental builds, but has quite a few prerequisites (3 in Tactical Stance, 3 in Overshield) that might be better spend somewhere else (e.g. Explosives).&lt;br /&gt;
Invest (heavily) if doing an elemental build and you have spent points in Tactical stance&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
With enhanced vision, nerves of steel, and a steady hand, the Marksman reaches out and hits targets with fatal effect.&lt;br /&gt;
teadier aim and reduced profile as a target grant a tactical advantage over the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Some bonus&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
some more bonus&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
some restriction&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Synergies&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
cooll stuff&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
my notes for this skill&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reduces rate of fire; for zeus rifle, decreases effectivness faster.&lt;br /&gt;
&lt;br /&gt;
Increases damage and rate of fire dramatically but decreases armor and increases energy consumption. Further ranks increase Range, Accuracy, missile velocity. Gives you cool FPS type crosshair mode.&lt;br /&gt;
Invest 1 point for occasional long range shot (e.g. flyers, pulls, just for fun). Invest heavily if this is your primary build.&lt;br /&gt;
- Does not stack with Tactical Stance&lt;br /&gt;
? How useful is this for boss fights? In party the damage bonbus could be huge depending on weapon.&lt;br /&gt;
? Is this usable with Automatic weapons or launchers? Or only with &amp;quot;sniper&amp;quot; type rifles?&lt;br /&gt;
* I&amp;#039;ve been able to use any weapon I had equipped while in Sniper Stance. [[User:Filorux|Filorux]]&lt;br /&gt;
? Does this really decrease armor only? or shield as well? If it&amp;#039;s armor only, that&amp;#039;s almost neglectable since the shield is much more important for a marksman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Master Sniper ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Descrpiption&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Through superior training and the study of demon physiology, the Marksman deals more damage when scoring a critical hit. The Marksman must be in Sniper mode for this passive skill to activate.&lt;br /&gt;
&lt;br /&gt;
Increases Critical damage when in sniper mode.&lt;br /&gt;
Invest heavily if doing sniper build.&lt;br /&gt;
&lt;br /&gt;
== Passives ==&lt;br /&gt;
&lt;br /&gt;
The passives are build around crit chance. Dead Eye increase cirt chance, while the other passives trigger when a critical hit is scored.&lt;br /&gt;
&lt;br /&gt;
? There have been reports of the procs being mutually exclusive. Needs to be verified if this is a bug or intended.&lt;br /&gt;
&lt;br /&gt;
=== Dead Eye ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The marksman is trained to find the weakest point in enemy defenses, increasing the change to strike vital organs.&lt;br /&gt;
&lt;br /&gt;
Increases crit chance.&lt;br /&gt;
Obviously pump this for a crit build. If not, this could be a good place to dump extra skill points (assuming that there will be any) unless there are some weapons that don&amp;#039;t profit from crit.&lt;br /&gt;
&lt;br /&gt;
=== Hollow Points ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The marksman modifies ammunition in order to deliver devastating shots that punch through enemy defenses.&lt;br /&gt;
&lt;br /&gt;
Increases critical damage.&lt;br /&gt;
Pump if doing crit build.&lt;br /&gt;
&lt;br /&gt;
? Will need to look at scaling of various skill to enhance crit chance and crit damage. There will be situations where you get more damage form picking one over the other. In general I&amp;#039;d think that since more skill can trigger of the crit, crit chance is more important than crit damage. In that case you&amp;#039;d max Dead Eye before investing here.&lt;br /&gt;
&lt;br /&gt;
=== Ricochet ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
After any crit, shots may begin to bounce off of surfaces for a period of time.  Any crit counts, including damage over time crits, which makes the Firefox more easily able to trigger this buff than it&amp;#039;s firing rate would indicate.  Additional ranks increase the chance of this occuring as well as the duration of the buff when it occurs.  Fast firing weapons will maximize the time you spend in Ricochet state; dual wielding extremly high rate of fire weapons is optimal (if you care only about time spend with the Ricochet buff).&lt;br /&gt;
&lt;br /&gt;
All shots bounce - misses will ricochet off the walls and floor (I have not noticed bounces off the ceiling).  Hits will bounce off the enemy stuck; this typically will send the projectile careering in an unpredictable direction due to the irregular surface of enemies.&lt;br /&gt;
&lt;br /&gt;
In the case of splash weapons, such as the Firefox, the projectile will explode (and leave the flame patch) every time it strikes something.  In inclosed areas this can stack splash damage very quickly.  When using a splash weapon, if you aim at an enemy&amp;#039;s feet, they can be struck twice; once on the initial splash and again as the projectile ricochets upwards and strikes them.  In optimal situations you could hit them 3 or 4 times with successive splash strikes (rebounding off floor, enemy, wall, enemy in the best case).&lt;br /&gt;
&lt;br /&gt;
Certain weapons do not appear to do anything during the Ricochet buff.  Lasers, for example will trigger it (and potentially very quickly due to the rate of damage application from their streaming attack), but do nothing.&lt;br /&gt;
&lt;br /&gt;
=== Reflected Shot ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Crit hit makes shot reflect and re-target additional enemies.&lt;br /&gt;
Not sure if this really means &amp;quot;re-target&amp;quot; as in change the flight path, or if this is simply a piercing shot, which will only get you a benefit if the enemies are lined up correctly.&lt;br /&gt;
&lt;br /&gt;
* In my experience, they do re-target...and quite drastically in some cases.  If there is one mob alone, and another a good distance away, you can see it hit the first mobs once or twice and then the next shot will fly wildly off in the direction of the other.  My question is, what is the range restriction on the reflected projectile?  Range of the weapon, taken from the point of reflection? [[User:Filorux|Filorux]] 16:18, 30 Oct 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Homing Shot ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After crit, shots automatically track targets.&lt;br /&gt;
&lt;br /&gt;
? Description says &amp;quot;certain projectile-based guns&amp;quot; do that. No clue what guns are meant there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
? Will this be more effective with weapons of high fire rate? Since some skill will trigger for a duration, the higher the fire rate the higher the chance to keep the effects up.&lt;br /&gt;
* For Homing Shot there are basically three variables (not including skill points spent on it) that will increase the chance to proc.  Crit chance, Rate of Fire, and Hit Rate.  Rate of Fire and Hit Rate are tricky in that typically the faster a gun fires the harder it is to aim after a few seconds of fire. Crit chance will always help, though. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
? Do things line Ricochet work for bullets (physical damage) only? Can a poison attack bounce of a wall? What about launchers?&lt;br /&gt;
* It doesn&amp;#039;t look like to me that shots of any kind actually bounce off of hard surfaces like walls and floors.  The first two boost skills only seem to take effect if a shot hits a target.  I&amp;#039;ve tried bouncing a firefox shot right in front of a mob to force it to splash the mob twice, but it seems that nothing happens unless I directly hit the mob, even when there is no direct damage being done by the weapon. For more evidence of projectiles without direct damage being treated oddly on a direct hit, try shooting a MIRV at very close range directly into a mob. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
? Do the effects stack? E.g. when Reflected and Homing are both active, do shots auto-track AND pierce?  &lt;br /&gt;
* Wouldn&amp;#039;t that be awesome?  So far there is no evidence that any of these skills stack or are even able to reboost while active. Haven&amp;#039;t seen Homing Shot in practice, however. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
&lt;br /&gt;
These are Grenades and &amp;quot;air strikes&amp;quot; you can use for AoE damage. Grenades tend to have a shorter time to explosion, but the strikes have a larger radius.&lt;br /&gt;
&lt;br /&gt;
To me it seems like you&amp;#039;d pick one of the &amp;quot;control&amp;quot; grenades (either phase or stun) and one of the &amp;quot;damage&amp;quot; grenades (either fire or poison), but likely not invest heavily in both of the same type.&lt;br /&gt;
&lt;br /&gt;
Same with the Strikes. You probably pick one and fully pump it. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The marksman lobs a high-explosive grenade towards the enemy.&lt;br /&gt;
&lt;br /&gt;
Fire damage and ignite attack.&lt;br /&gt;
&lt;br /&gt;
=== Phase Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Spectral damage and phase attack.&lt;br /&gt;
&lt;br /&gt;
=== Toxic Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Poison attack.&lt;br /&gt;
&lt;br /&gt;
? This one lists the poison attack strength as 9, whereas other attack strength are in the areas of 150-300. If the description or the skill bugged? Or does poison have a very different rating?&lt;br /&gt;
&lt;br /&gt;
=== Flashcrasher Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Physical damage and stun attack.&lt;br /&gt;
&lt;br /&gt;
== Strikes ==&lt;br /&gt;
&lt;br /&gt;
=== Napalm Strike ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Fire damage and ignite attack.&lt;br /&gt;
&lt;br /&gt;
=== Smackdown ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Physical damage and stun attack.&lt;br /&gt;
&lt;br /&gt;
=== Shock and Awe ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Electrical damage and shock attack.&lt;br /&gt;
&lt;br /&gt;
? Do elemental attacks stack? E.g. is there any benefit to use a toxic grenade together with a toxic launcher?&lt;br /&gt;
? Do mods that you have in your weapon apply to explosives as well (e.g. to toxic strength)? I think not, but not sure&lt;br /&gt;
&lt;br /&gt;
== Rapid Line ==&lt;br /&gt;
&lt;br /&gt;
Rapid fire lets you fire with increased rate of fire for 3 seconds. You can not move during this time (it also plays a very annoying alarm sound). Can not be used in connection with Tactical Stance.&lt;br /&gt;
Note: Rapid fire has just been changed in recent patch, making it more offensive and useful.&lt;br /&gt;
&lt;br /&gt;
=== Rapid Fire ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases rate of fire for 3 seconds.&lt;br /&gt;
Invest 1 point because it is very useful as an &amp;quot;oh shit&amp;quot; skill. Invest heavily if going for a rapid fire build.&lt;br /&gt;
&lt;br /&gt;
=== Heightened Senses ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases damage for rapid fire.&lt;br /&gt;
&lt;br /&gt;
=== Controlled Burst ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases cooldown of rapid fire.&lt;br /&gt;
If you make rapid fire your primary skill, you probably want to pump this. Without it&amp;#039;s 3 second use and 10 second cooldown (starting when you fire, so bascially 7 seconds between use).&lt;br /&gt;
&lt;br /&gt;
? Not sure how low you can get the cooldown with this.&lt;br /&gt;
&lt;br /&gt;
=== Multishot ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Can alter projectile based guns to shoot 2 extra shots.&lt;br /&gt;
While this is in the rapid fire line, and has 8 points prereqs in this line, it does not seem to be linked but a separate skill on a separate cooldown. Assuming same accuracy for the two extra shots, this would effectively triple you damage for the duration.&lt;br /&gt;
&lt;br /&gt;
? Again, no clue what &amp;quot;certain projectile-based guns&amp;quot; applies to.&lt;br /&gt;
* I&amp;#039;m assuming it applies to the same class of weapons that are affected by Ricochet, Reflected, and Homing Shot.  Originally MultiShot was in the Boost skill line, just under Homing Shot.  I think that was in alpha.  In beta it was moved to the bottom of Rapid Fire, but the skill description still lists it as a Boost skill even though Rapid Fire is a Tactical / Combat class skill. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Beacon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increase damage to target.&lt;br /&gt;
Invest 1 point as this is a great boss-skill, more for single-target (sniper) builds.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Beacon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Lowers target elemental defenses.&lt;br /&gt;
&lt;br /&gt;
=== Multi Beacon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Like Beacon, but multiple targets.&lt;br /&gt;
&lt;br /&gt;
? Might be worth for an AoE build, but seems like a high skill point investment for a low benefit.&lt;br /&gt;
* Probably best realized in group friendly builds, eh? [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
=== Escape ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Makes you invisible, and monsters will ignore you for duration. &lt;br /&gt;
Very strong escape skill. Invest at least one point into it.&lt;br /&gt;
As LG pointed out, might be interesting to make a build around this, especially in HC&lt;br /&gt;
* I speculated in my Homer guide that you might be able to use this skill to sort of &amp;quot;turn the tables&amp;quot; on its basic idea.  Instead of stealthing out of a bad situation, use it to stealth into an advantageous location...like with the Homer where you need to core a lot of hits really quick - find a good spot without worrying about aggro then let loose with a barrage. The followup skill might help with that too.  In the same vein, I use this skill a lot in Millenium Battle to activate the turrets unnoticed. For hradcore challenge mode I know I&amp;#039;ll be using it to scope out rooms before I just start blasting away around corners and such, especially where ravagers are concerned. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
=== Escape Artist ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases Movement Speed while in Escape mode.&lt;br /&gt;
Invest if using Escape heavily.&lt;br /&gt;
&lt;br /&gt;
? So far, just one point into Escape seemed enough to get away from most situations. Maybe at later levels this becomes more important?&lt;/div&gt;</summary>
		<author><name>N</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Marksman_skills&amp;diff=23697</id>
		<title>Marksman skills</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Marksman_skills&amp;diff=23697"/>
		<updated>2007-11-03T23:04:08Z</updated>

		<summary type="html">&lt;p&gt;N: Expanded Ricochet description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is work in progress&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;#039;&amp;#039;CaLViN:  I&amp;#039;m just going to make some notes on these skills.  When release hits and we have time to adequately test everything out, we can edit all this down to just the facts.  I&amp;#039;m going to just say a few things that I have learned from experimenting in beta, and try to leave my opinion out of it.  -[[User:Filorux|Filorux]]&amp;#039;&amp;#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stances ==&lt;br /&gt;
&lt;br /&gt;
=== Tactical Stance ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Hunter&amp;#039;s steadier aim and reduced profile as a target grant a tactical advantage over the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Firing Accuracy increased by 50%. Range increassed by 25%. Missle Velocity increased by 25%.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1st rank: 5% crit. Other ranks: 1% crit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Power Cost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
33.8 (rank 3)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Can&amp;#039;t move while in Tactical Stance. Moving will cancel the stance. Using most other skills (grenades, strikes, Rapid Fire etc) will cancel the stance as well.&lt;br /&gt;
- Does not stack with Sniper Stance; bonuses from Tactical Stance do not apply in Sniper stance and vice versa.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Synergies&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Crit chance improves the chance to trigger the Passive skills, and will greatly enhance skills or items that increase critical damage.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Put at least one point in here. Anytime you are shooting and not running you should be in this stance (or maybe in Sniper stance). The bonuses are just too good to pass up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bugs / Issues&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Builds&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overshield ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Whenever the Marksman assumes a Tactical Stance, his armor automatically uses stored kinetic energy to greatly increase personal shielding. Only active while in Tactical Stance.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Bonus to maximum shield. Bonus for each rank:&lt;br /&gt;
190 / 237 / ?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Only works in Tactical Stance (not in Sniper).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Prereqs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
3 points in Tactical Stance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If you spend a lot of time in Tactical Stance, investing the 3 points (one in Overshield, two in Tactical Stance if you haven&amp;#039;t put points into this) might be a good idea. Can skip this skill if you spend most time in Sniper, or if you want to go for a more &amp;quot;glasscanon&amp;quot; build and invest the points into offensive skills instead.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bugs / Issues&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- bugged (as of 10/05): does not add the full amount to shield. Could be that the skill scales with level and the 190 value is only available at max char level?&lt;br /&gt;
&lt;br /&gt;
=== Elemental Visions ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
While remaining still and focusing on a target, the Marksman scans for elemental weaknesses.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Stun, Ignite, Shock, Phase and Poison Attack Strengths increased. Bonus for each rank:&lt;br /&gt;
15% / ?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Only active while in Tactical Stance.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Synergies&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
cooll stuff&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases elemental attack strength while in Tactical Stance. Seems useful for elemental builds, but has quite a few prerequisites (3 in Tactical Stance, 3 in Overshield) that might be better spend somewhere else (e.g. Explosives).&lt;br /&gt;
Invest (heavily) if doing an elemental build and you have spent points in Tactical stance&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
With enhanced vision, nerves of steel, and a steady hand, the Marksman reaches out and hits targets with fatal effect.&lt;br /&gt;
teadier aim and reduced profile as a target grant a tactical advantage over the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Some bonus&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rank Bonus (10 ranks)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
some more bonus&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
some restriction&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Synergies&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
cooll stuff&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
my notes for this skill&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reduces rate of fire; for zeus rifle, decreases effectivness faster.&lt;br /&gt;
&lt;br /&gt;
Increases damage and rate of fire dramatically but decreases armor and increases energy consumption. Further ranks increase Range, Accuracy, missile velocity. Gives you cool FPS type crosshair mode.&lt;br /&gt;
Invest 1 point for occasional long range shot (e.g. flyers, pulls, just for fun). Invest heavily if this is your primary build.&lt;br /&gt;
- Does not stack with Tactical Stance&lt;br /&gt;
? How useful is this for boss fights? In party the damage bonbus could be huge depending on weapon.&lt;br /&gt;
? Is this usable with Automatic weapons or launchers? Or only with &amp;quot;sniper&amp;quot; type rifles?&lt;br /&gt;
* I&amp;#039;ve been able to use any weapon I had equipped while in Sniper Stance. [[User:Filorux|Filorux]]&lt;br /&gt;
? Does this really decrease armor only? or shield as well? If it&amp;#039;s armor only, that&amp;#039;s almost neglectable since the shield is much more important for a marksman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Master Sniper ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Descrpiption&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Through superior training and the study of demon physiology, the Marksman deals more damage when scoring a critical hit. The Marksman must be in Sniper mode for this passive skill to activate.&lt;br /&gt;
&lt;br /&gt;
Increases Critical damage when in sniper mode.&lt;br /&gt;
Invest heavily if doing sniper build.&lt;br /&gt;
&lt;br /&gt;
== Passives ==&lt;br /&gt;
&lt;br /&gt;
The passives are build around crit chance. Dead Eye increase cirt chance, while the other passives trigger when a critical hit is scored.&lt;br /&gt;
&lt;br /&gt;
? There have been reports of the procs being mutually exclusive. Needs to be verified if this is a bug or intended.&lt;br /&gt;
&lt;br /&gt;
=== Dead Eye ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The marksman is trained to find the weakest point in enemy defenses, increasing the change to strike vital organs.&lt;br /&gt;
&lt;br /&gt;
Increases crit chance.&lt;br /&gt;
Obviously pump this for a crit build. If not, this could be a good place to dump extra skill points (assuming that there will be any) unless there are some weapons that don&amp;#039;t profit from crit.&lt;br /&gt;
&lt;br /&gt;
=== Hollow Points ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The marksman modifies ammunition in order to deliver devastating shots that punch through enemy defenses.&lt;br /&gt;
&lt;br /&gt;
Increases critical damage.&lt;br /&gt;
Pump if doing crit build.&lt;br /&gt;
&lt;br /&gt;
? Will need to look at scaling of various skill to enhance crit chance and crit damage. There will be situations where you get more damage form picking one over the other. In general I&amp;#039;d think that since more skill can trigger of the crit, crit chance is more important than crit damage. In that case you&amp;#039;d max Dead Eye before investing here.&lt;br /&gt;
&lt;br /&gt;
=== Ricochet ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
After crit, shots may being to bounce off of surfaces for a period of time.  Additional ranks increase the chance of this occuring as well as the duration of the buff when it occurs.  Fast firing weapons will maximize the time you spend in Ricochet state; dual wielding extremly high rate of fire weapons is optimal (if you care only about time spend with the Ricochet buff).&lt;br /&gt;
&lt;br /&gt;
All shots bounce - misses will ricochet off the walls and floor (I have not noticed bounces off the ceiling).  Hits will bounce off the enemy stuck; this typically will send the projectile careering in an unpredictable direction due to the irregular surface of enemies.&lt;br /&gt;
&lt;br /&gt;
In the case of splash weapons, such as the Firefox, the projectile will explode (and leave the flame patch) every time it strikes something.  In inclosed areas this can stack splash damage very quickly.  When using a splash weapon, if you aim at an enemy&amp;#039;s feet, they can be struck twice; once on the initial splash and again as the projectile ricochets upwards and strikes them.&lt;br /&gt;
&lt;br /&gt;
=== Reflected Shot ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Crit hit makes shot reflect and re-target additional enemies.&lt;br /&gt;
Not sure if this really means &amp;quot;re-target&amp;quot; as in change the flight path, or if this is simply a piercing shot, which will only get you a benefit if the enemies are lined up correctly.&lt;br /&gt;
&lt;br /&gt;
* In my experience, they do re-target...and quite drastically in some cases.  If there is one mob alone, and another a good distance away, you can see it hit the first mobs once or twice and then the next shot will fly wildly off in the direction of the other.  My question is, what is the range restriction on the reflected projectile?  Range of the weapon, taken from the point of reflection? [[User:Filorux|Filorux]] 16:18, 30 Oct 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Homing Shot ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After crit, shots automatically track targets.&lt;br /&gt;
&lt;br /&gt;
? Description says &amp;quot;certain projectile-based guns&amp;quot; do that. No clue what guns are meant there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
? Will this be more effective with weapons of high fire rate? Since some skill will trigger for a duration, the higher the fire rate the higher the chance to keep the effects up.&lt;br /&gt;
* For Homing Shot there are basically three variables (not including skill points spent on it) that will increase the chance to proc.  Crit chance, Rate of Fire, and Hit Rate.  Rate of Fire and Hit Rate are tricky in that typically the faster a gun fires the harder it is to aim after a few seconds of fire. Crit chance will always help, though. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
? Do things line Ricochet work for bullets (physical damage) only? Can a poison attack bounce of a wall? What about launchers?&lt;br /&gt;
* It doesn&amp;#039;t look like to me that shots of any kind actually bounce off of hard surfaces like walls and floors.  The first two boost skills only seem to take effect if a shot hits a target.  I&amp;#039;ve tried bouncing a firefox shot right in front of a mob to force it to splash the mob twice, but it seems that nothing happens unless I directly hit the mob, even when there is no direct damage being done by the weapon. For more evidence of projectiles without direct damage being treated oddly on a direct hit, try shooting a MIRV at very close range directly into a mob. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
? Do the effects stack? E.g. when Reflected and Homing are both active, do shots auto-track AND pierce?  &lt;br /&gt;
* Wouldn&amp;#039;t that be awesome?  So far there is no evidence that any of these skills stack or are even able to reboost while active. Haven&amp;#039;t seen Homing Shot in practice, however. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
&lt;br /&gt;
These are Grenades and &amp;quot;air strikes&amp;quot; you can use for AoE damage. Grenades tend to have a shorter time to explosion, but the strikes have a larger radius.&lt;br /&gt;
&lt;br /&gt;
To me it seems like you&amp;#039;d pick one of the &amp;quot;control&amp;quot; grenades (either phase or stun) and one of the &amp;quot;damage&amp;quot; grenades (either fire or poison), but likely not invest heavily in both of the same type.&lt;br /&gt;
&lt;br /&gt;
Same with the Strikes. You probably pick one and fully pump it. &lt;br /&gt;
&lt;br /&gt;
=== Explosive Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The marksman lobs a high-explosive grenade towards the enemy.&lt;br /&gt;
&lt;br /&gt;
Fire damage and ignite attack.&lt;br /&gt;
&lt;br /&gt;
=== Phase Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Spectral damage and phase attack.&lt;br /&gt;
&lt;br /&gt;
=== Toxic Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Poison attack.&lt;br /&gt;
&lt;br /&gt;
? This one lists the poison attack strength as 9, whereas other attack strength are in the areas of 150-300. If the description or the skill bugged? Or does poison have a very different rating?&lt;br /&gt;
&lt;br /&gt;
=== Flashcrasher Grenade ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Physical damage and stun attack.&lt;br /&gt;
&lt;br /&gt;
== Strikes ==&lt;br /&gt;
&lt;br /&gt;
=== Napalm Strike ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Fire damage and ignite attack.&lt;br /&gt;
&lt;br /&gt;
=== Smackdown ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Physical damage and stun attack.&lt;br /&gt;
&lt;br /&gt;
=== Shock and Awe ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Electrical damage and shock attack.&lt;br /&gt;
&lt;br /&gt;
? Do elemental attacks stack? E.g. is there any benefit to use a toxic grenade together with a toxic launcher?&lt;br /&gt;
? Do mods that you have in your weapon apply to explosives as well (e.g. to toxic strength)? I think not, but not sure&lt;br /&gt;
&lt;br /&gt;
== Rapid Line ==&lt;br /&gt;
&lt;br /&gt;
Rapid fire lets you fire with increased rate of fire for 3 seconds. You can not move during this time (it also plays a very annoying alarm sound). Can not be used in connection with Tactical Stance.&lt;br /&gt;
Note: Rapid fire has just been changed in recent patch, making it more offensive and useful.&lt;br /&gt;
&lt;br /&gt;
=== Rapid Fire ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases rate of fire for 3 seconds.&lt;br /&gt;
Invest 1 point because it is very useful as an &amp;quot;oh shit&amp;quot; skill. Invest heavily if going for a rapid fire build.&lt;br /&gt;
&lt;br /&gt;
=== Heightened Senses ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases damage for rapid fire.&lt;br /&gt;
&lt;br /&gt;
=== Controlled Burst ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases cooldown of rapid fire.&lt;br /&gt;
If you make rapid fire your primary skill, you probably want to pump this. Without it&amp;#039;s 3 second use and 10 second cooldown (starting when you fire, so bascially 7 seconds between use).&lt;br /&gt;
&lt;br /&gt;
? Not sure how low you can get the cooldown with this.&lt;br /&gt;
&lt;br /&gt;
=== Multishot ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Can alter projectile based guns to shoot 2 extra shots.&lt;br /&gt;
While this is in the rapid fire line, and has 8 points prereqs in this line, it does not seem to be linked but a separate skill on a separate cooldown. Assuming same accuracy for the two extra shots, this would effectively triple you damage for the duration.&lt;br /&gt;
&lt;br /&gt;
? Again, no clue what &amp;quot;certain projectile-based guns&amp;quot; applies to.&lt;br /&gt;
* I&amp;#039;m assuming it applies to the same class of weapons that are affected by Ricochet, Reflected, and Homing Shot.  Originally MultiShot was in the Boost skill line, just under Homing Shot.  I think that was in alpha.  In beta it was moved to the bottom of Rapid Fire, but the skill description still lists it as a Boost skill even though Rapid Fire is a Tactical / Combat class skill. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Beacon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increase damage to target.&lt;br /&gt;
Invest 1 point as this is a great boss-skill, more for single-target (sniper) builds.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Beacon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Lowers target elemental defenses.&lt;br /&gt;
&lt;br /&gt;
=== Multi Beacon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Like Beacon, but multiple targets.&lt;br /&gt;
&lt;br /&gt;
? Might be worth for an AoE build, but seems like a high skill point investment for a low benefit.&lt;br /&gt;
* Probably best realized in group friendly builds, eh? [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
=== Escape ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Makes you invisible, and monsters will ignore you for duration. &lt;br /&gt;
Very strong escape skill. Invest at least one point into it.&lt;br /&gt;
As LG pointed out, might be interesting to make a build around this, especially in HC&lt;br /&gt;
* I speculated in my Homer guide that you might be able to use this skill to sort of &amp;quot;turn the tables&amp;quot; on its basic idea.  Instead of stealthing out of a bad situation, use it to stealth into an advantageous location...like with the Homer where you need to core a lot of hits really quick - find a good spot without worrying about aggro then let loose with a barrage. The followup skill might help with that too.  In the same vein, I use this skill a lot in Millenium Battle to activate the turrets unnoticed. For hradcore challenge mode I know I&amp;#039;ll be using it to scope out rooms before I just start blasting away around corners and such, especially where ravagers are concerned. [[User:Filorux|Filorux]]&lt;br /&gt;
&lt;br /&gt;
=== Escape Artist ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases Movement Speed while in Escape mode.&lt;br /&gt;
Invest if using Escape heavily.&lt;br /&gt;
&lt;br /&gt;
? So far, just one point into Escape seemed enough to get away from most situations. Maybe at later levels this becomes more important?&lt;/div&gt;</summary>
		<author><name>N</name></author>
	</entry>
</feed>