Lethal Finish: Difference between revisions

From The First Descendant Wiki
(Created page with "{{PreReleaseData}} {{ModulePrimary | description = When firing a firearm ammo with an additional 20% 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% | stats = {{TBD}} | acquisition = {{TBD}} | type = High-Power Rounds | rarity = Ultimate | socket = Almandine | cost = 6 | exclusive_type = Special Mod |introduced = {{Launch}} }}")
 
(Importing Module data)
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{{PreReleaseData}}
{{PreReleaseData}}
{{ModulePrimary
{{Template:ModuleDefinitions|
| description = When firing a firearm ammo with an additional 20% 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%
{{Template:ModuleUnique
| stats = {{TBD}}
| name = {{PAGENAME}}
| acquisition = {{TBD}}
| variantID = 1
| type = High-Power Rounds
| pic =
| rarity = Ultimate
| version_released = {{Launch}}
| socket = Almandine
| rarity = Ultimate
| cost = 6
| socket = Almandine
| exclusive_type = Special Mod
| class = High-Power Rounds
|introduced = {{Launch}}
| max_enhancement_level =
| capacity_cost_0 = 6
| exclusive_descendant =
| exclusive_category = Special Mod
| exclusive_weapon_type =
| effect_0 = 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%
| effect_1 =
| effect_2 =
| effect_3 =
| effect_4 =
| effect_5 =
| effect_6 =
| effect_7 =
| effect_8 =
| effect_9 =  
| effect_10 =
}}
{{Template:ModuleUnique
| name = {{PAGENAME}}
| variantID = 2
| pic =
| version_released = {{Launch}}
| rarity = Ultimate
| socket = Almandine
| class = Impact Rounds
| max_enhancement_level =
| capacity_cost_0 = 6
| exclusive_descendant =
| exclusive_category = Special Mod
| exclusive_weapon_type =
| effect_0 = 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%
| effect_1 =
| effect_2 =
| effect_3 =
| effect_4 =
| effect_5 =
| effect_6 =
| effect_7 =
| effect_8 =
| effect_9 =
| effect_10 =
}}
{{Template:ModuleUnique
| name = {{PAGENAME}}
| variantID = 3
| pic =
| version_released = {{Launch}}
| rarity = Ultimate
| socket = Almandine
| class = Special Rounds
| max_enhancement_level =
| capacity_cost_0 = 6
| exclusive_descendant =
| exclusive_category = Special Mod
| exclusive_weapon_type =
| effect_0 = 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%.
| effect_1 =
| effect_2 =
| effect_3 =
| effect_4 =
| effect_5 =
| effect_6 =
| effect_7 =
| effect_8 =
| effect_9 =
| effect_10 =
}}
{{Template:ModuleUnique
| name = {{PAGENAME}}
| variantID = 4
| pic =
| version_released = {{Launch}}
| rarity = Ultimate
| socket = Almandine
| class = General Rounds
| max_enhancement_level =
| capacity_cost_0 = 6
| exclusive_descendant =
| exclusive_category = Special Mod
| exclusive_weapon_type =
| effect_0 = 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%.
| effect_1 =
| effect_2 =
| effect_3 =
| effect_4 =
| effect_5 =
| effect_6 =
| effect_7 =
| effect_8 =
| effect_9 =
| effect_10 =
}}
}}
{{Template:ModuleDetailsDefinitions
|{{Template:ModuleUniqueDetails
| variantID = 1
| module_name = {{PAGENAME}}
}}
|{{Template:ModuleUniqueDetails
| variantID = 2
| module_name = {{PAGENAME}}
}}
|{{Template:ModuleUniqueDetails
| variantID = 3
| module_name = {{PAGENAME}}
}}
|{{Template:ModuleUniqueDetails
| variantID = 4
| module_name = {{PAGENAME}}
}}
}}
}}

Revision as of 21:33, 6 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