Category:Weapon Perks: Difference between revisions

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All weapons have 5 perks, which you can see while examining your weapon in your inventory. Unlike [[Weapon Traits]], these perks are NOT always active and need the corresponding weapon skill to be unlocked. They are part of what makes every weapon stronger and better, as they can modify various stats of a weapon, for example higher damage or more range.
All weapons have 5 perks, which you can see while examining your weapon in your inventory. Unlike [[Weapon Traits]], these perks are NOT always active and need the corresponding weapon skill to be unlocked. They are part of what makes every weapon stronger and better, as they can modify various stats of a weapon, for example higher damage or more range.


[[Small Guns]], [[Big Guns]], [[Energy Weapons]] and [[Hand-to-Hand Combat]] weapons unlock new perks at skill levels 150, 175, 200, 225 and 250.
[[Small Guns]], [[Big Guns]], [[Energy Weapons]] and [[Hand-to-Hand Combat]] weapons unlock new perks at skill levels 150, 175, 200, 225 and 250 at their corresponding skill.


[[Throwing]] weapons unlock perks at skill levels 100, 125, 150, 175 and 200.
[[Throwing]] weapons unlock perks at skill levels 100, 125, 150, 175 and 200 of the Throwing skill.
 
[[File:WeaponPerks.png|thumb|3 out of 5 perks unlocked. (200-224% Skill Level)]]


{| class="wikitable sortable"
{| class="wikitable sortable"
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| [[Accurate (Weapon Perk)|Accurate]] || +10% hitchance
| [[Accurate (Weapon Perk)|Accurate]] || +10% hitchance
|-
|-
| [[Better Crits (Weapon Perk)|Better Crits]] || +1 to critical rolls
| [[Better Crits (Weapon Perk)|Better Crits]] || +1 to [[Critical Roll]]
|-
|-
| [[Better Knockouts (Weapon Perk)|Better Knockouts]] || [[Knockouts]] last 0.6 seconds longer.
| [[Better Knockouts (Weapon Perk)|Better Knockouts]] || [[Knockouts]] last 0.6 seconds longer.
|-
|-
| [[Better One Hex (Weapon Perk)|Better One Hex]] || +10% one-hex
| [[Better One Hex (Weapon Perk)|Better One Hex]] || +10% [[One-Hex]]
|-
|-
| [[Blinding Strike (Weapon Perk)|Blinding Strike]] || -10% [[Critical Perception]] for [[Blinds]] and [[Disorients]]
| [[Blinding Strike (Weapon Perk)|Blinding Strike]] || -10% [[Critical Perception]] for [[Blinds]] and [[Disorients]]
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| [[Quick Scope (Weapon Perk)|Quick Scope]] || -33% AP for Aimed Shots Penalty
| [[Quick Scope (Weapon Perk)|Quick Scope]] || -33% AP for Aimed Shots Penalty
|-
|-
| [[Silent Death (Weapon Perk)|Silent Death]] || +50% damage in sneak and attacking from behind
| [[Silent Death (Weapon Perk)|Silent Death]] || +50% damage in [[Sneak]] and attacking from behind
|-
|-
| [[Slaughter Shot (Weapon Perk)|Slaughter Shot]] || +20% critical damage
| [[Slaughter Shot (Weapon Perk)|Slaughter Shot]] || +20% critical damage
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| [[Slayer (Weapon Perk)|Slayer]] || Up to +30% damage to low hp targets
| [[Slayer (Weapon Perk)|Slayer]] || Up to +30% damage to low hp targets
|-
|-
| [[Suppression (Weapon Perk)|Suppression]] || More chance per bullet to suppress
| [[Suppression (Weapon Perk)|Suppression]] || More chance per bullet to [[Suppression|suppress]]
|}
|}

Latest revision as of 09:05, 16 April 2024

All weapons have 5 perks, which you can see while examining your weapon in your inventory. Unlike Weapon Traits, these perks are NOT always active and need the corresponding weapon skill to be unlocked. They are part of what makes every weapon stronger and better, as they can modify various stats of a weapon, for example higher damage or more range.

Small Guns, Big Guns, Energy Weapons and Hand-to-Hand Combat weapons unlock new perks at skill levels 150, 175, 200, 225 and 250 at their corresponding skill.

Throwing weapons unlock perks at skill levels 100, 125, 150, 175 and 200 of the Throwing skill.

3 out of 5 perks unlocked. (200-224% Skill Level)
List of Weapon Traits
Name Effect
Accurate +10% hitchance
Better Crits +1 to Critical Roll
Better Knockouts Knockouts last 0.6 seconds longer.
Better One Hex +10% One-Hex
Blinding Strike -10% Critical Perception for Blinds and Disorients
Bonus Damage +5% damage
Bonus Ranged Damage +2 damage on each bullet
Bonus Rate of Fire -5% AP cost for shooting
Crippling Strike -10% Critical Endurance for Cripples
Deep Wounds +35% Bleed damage when crit
Faster Reload -20% AP cost for reloading
Finisher +30% damage on targets with debuffs
Hit The Gaps -10% Damage Resistance & -10% Damage Threshold
Ignore AC -33% of target's Armor Class
Knockback +20% Knockback chance
Knockout Strike -10% Critical Strength for Knockouts
Less Spread -2 Spread
More Area of Effect +1 Area of Effect
More Bleed +20% Bleed damage
More Crits +10% to Base Critical Chance
More Dakka +20% bullets in a burst
More Spread +2 Spread
Piercing Strike -10% Critical Agility for Armor Bypasses & Armor Bypass 15% more effective
Quick Scope -33% AP for Aimed Shots Penalty
Silent Death +50% damage in Sneak and attacking from behind
Slaughter Shot +20% critical damage
Slayer Up to +30% damage to low hp targets
Suppression More chance per bullet to suppress