Lethal Finish: Difference between revisions

From The First Descendant Wiki
(Importing Module data)
m (BOT EDIT: Bulk replacement of exclusive_descendant to exclusive_base_descendant for modules)
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  | max_enhancement_level =  
  | max_enhancement_level =  
  | capacity_cost_0 = 6
  | capacity_cost_0 = 6
  | exclusive_descendant =  
  | exclusive_base_descendant =
| exclusive_to_ultimate_version =  
  | exclusive_category = Special Mod
  | exclusive_category = Special Mod
  | exclusive_weapon_type =  
  | exclusive_weapon_type =  
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  | max_enhancement_level =  
  | max_enhancement_level =  
  | capacity_cost_0 = 6
  | capacity_cost_0 = 6
| exclusive_descendant =
  | exclusive_category = Special Mod
  | exclusive_category = Special Mod
  | exclusive_weapon_type =  
  | exclusive_weapon_type =  
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  | max_enhancement_level =  
  | max_enhancement_level =  
  | capacity_cost_0 = 6
  | capacity_cost_0 = 6
| exclusive_descendant =
  | exclusive_category = Special Mod
  | exclusive_category = Special Mod
  | exclusive_weapon_type =  
  | exclusive_weapon_type =  
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  | max_enhancement_level =  
  | max_enhancement_level =  
  | capacity_cost_0 = 6
  | capacity_cost_0 = 6
| exclusive_descendant =
  | exclusive_category = Special Mod
  | exclusive_category = Special Mod
  | exclusive_weapon_type =  
  | exclusive_weapon_type =  

Revision as of 13:12, 16 June 2024

Default Name
       Data on this page is from the Pre-Release Technical Test and may not reflect the release values.










Variants

Variant Rarity Socket Class Cost Exclusive Effect
2 Ultimate Almandine Impact Rounds 6 Special Mod When firing a firearm, ammo with an additional 30% Critical Hit Rate are fired (Cooldown 15s). When defeating an enemy with the additional attack, module cooldown is -10s However, the firearm's base Weak Point Damage is fixed at 100%
3 Ultimate Almandine Special Rounds 6 Special Mod When firing a firearm, ammo with an additional 30% Critical Hit Rate are fired (Cooldown 15s). When defeating an enemy with the additional attack, module cooldown is -10s. However, the firearm's base Weak Point Damage is fixed at 100%.
1 Ultimate Almandine High-Power Rounds 6 Special Mod When firing a firearm, ammo with an additional 20% Ctitical Hit Rate are fired (Cooldown 15s). When defeating an enemy with the additional attack, module cooldown is -10s However, the firearm's base Weak Point Damage is Fixed at 100%
4 Ultimate Almandine General Rounds 6 Special Mod When firing a firearm, ammo with an additional 30% Critical Hit Rate are fired (Cooldown 15s). When defeating an enemy with the additional attack, module cooldown is -10s. However, the firearm's base Weak Point Damage is fixed at 100%.
Variant Rarity Socket Class Cost Exclusive Effect
2 Ultimate Almandine Impact Rounds 7 Special Mod
3 Ultimate Almandine Special Rounds 7 Special Mod
1 Ultimate Almandine High-Power Rounds 7 Special Mod
4 Ultimate Almandine General Rounds 7 Special Mod
Variant Rarity Socket Class Cost Exclusive Effect
2 Ultimate Almandine Impact Rounds 8 Special Mod
3 Ultimate Almandine Special Rounds 8 Special Mod
1 Ultimate Almandine High-Power Rounds 8 Special Mod
4 Ultimate Almandine General Rounds 8 Special Mod
Variant Rarity Socket Class Cost Exclusive Effect
2 Ultimate Almandine Impact Rounds 9 Special Mod
3 Ultimate Almandine Special Rounds 9 Special Mod
1 Ultimate Almandine High-Power Rounds 9 Special Mod
4 Ultimate Almandine General Rounds 9 Special Mod
Variant Rarity Socket Class Cost Exclusive Effect
2 Ultimate Almandine Impact Rounds 10 Special Mod
3 Ultimate Almandine Special Rounds 10 Special Mod
1 Ultimate Almandine High-Power Rounds 10 Special Mod
4 Ultimate Almandine General Rounds 10 Special Mod
Variant Rarity Socket Class Cost Exclusive Effect
2 Ultimate Almandine Impact Rounds 11 Special Mod
3 Ultimate Almandine Special Rounds 11 Special Mod
1 Ultimate Almandine High-Power Rounds 11 Special Mod
4 Ultimate Almandine General Rounds 11 Special Mod
Variant Rarity Socket Class Cost Exclusive Effect
2 Ultimate Almandine Impact Rounds 12 Special Mod
3 Ultimate Almandine Special Rounds 12 Special Mod
1 Ultimate Almandine High-Power Rounds 12 Special Mod
4 Ultimate Almandine General Rounds 12 Special Mod
Variant Rarity Socket Class Cost Exclusive Effect
2 Ultimate Almandine Impact Rounds 13 Special Mod
3 Ultimate Almandine Special Rounds 13 Special Mod
1 Ultimate Almandine High-Power Rounds 13 Special Mod
4 Ultimate Almandine General Rounds 13 Special Mod
Variant Rarity Socket Class Cost Exclusive Effect
2 Ultimate Almandine Impact Rounds 14 Special Mod
3 Ultimate Almandine Special Rounds 14 Special Mod
1 Ultimate Almandine High-Power Rounds 14 Special Mod
4 Ultimate Almandine General Rounds 14 Special Mod
Variant Rarity Socket Class Cost Exclusive Effect
2 Ultimate Almandine Impact Rounds 15 Special Mod
3 Ultimate Almandine Special Rounds 15 Special Mod
1 Ultimate Almandine High-Power Rounds 15 Special Mod
4 Ultimate Almandine General Rounds 15 Special Mod
Variant Rarity Socket Class Cost Exclusive Effect
2 Ultimate Almandine Impact Rounds 16 Special Mod ,
3 Ultimate Almandine Special Rounds 16 Special Mod ,
1 Ultimate Almandine High-Power Rounds 16 Special Mod ,
4 Ultimate Almandine General Rounds 16 Special Mod

Variant Details

[edit]
Level Cost Effect
0 6 When firing a firearm, ammo with an additional 20% Ctitical Hit Rate are fired (Cooldown 15s). When defeating an enemy with the additional attack, module cooldown is -10s However, the firearm's base Weak Point Damage is Fixed at 100%
1 7
2 8
3 9
4 10
5 11
6 12
7 13
8 14
9 15
10 16
[edit]
Level Cost Effect
0 6 When firing a firearm, ammo with an additional 30% Critical Hit Rate are fired (Cooldown 15s). When defeating an enemy with the additional attack, module cooldown is -10s However, the firearm's base Weak Point Damage is fixed at 100%
1 7
2 8
3 9
4 10
5 11
6 12
7 13
8 14
9 15
10 16
[edit]
Level Cost Effect
0 6 When firing a firearm, ammo with an additional 30% Critical Hit Rate are fired (Cooldown 15s). When defeating an enemy with the additional attack, module cooldown is -10s. However, the firearm's base Weak Point Damage is fixed at 100%.
1 7
2 8
3 9
4 10
5 11
6 12
7 13
8 14
9 15
10 16
[edit]
Level Cost Effect
0 6 When firing a firearm, ammo with an additional 30% Critical Hit Rate are fired (Cooldown 15s). When defeating an enemy with the additional attack, module cooldown is -10s. However, the firearm's base Weak Point Damage is fixed at 100%.
1 7
2 8
3 9
4 10
5 11
6 12
7 13
8 14
9 15
10 16