Continuous Weapon

Continuous Weapons (also known as Beam Weapons) have attacks that fire a continuous beam or stream between the weapon and its target in a fully automatic fashion.
Continuous weapons share these common features:
*Trigger Type is listed as "Held".
*Relatively high fire rate.
*Pinpoint accuracy.
**Barely affected by 's and 's accuracy penalty.
*No recoil.
*Hitscan. Damage ticks are instantaneous upon holding trigger.
*Consumes 0.5 ammo per tick of damage (although not true for some continuous weapons).
*Initial damage starts at a low point and gradually ramps up to 100% of its damage over 0.6 seconds when firing. After the weapon stops firing for 0.8 seconds, the damage decays back to its initial point over 2 seconds.
*Multishot bonuses do not apply additional instances of damage. Instead, it provides a chance to roll bonus damage in multiples of itself, similar to how Critical Hits function. However, even though additional damage instances aren't added, Status Chance per tick will also increase linearly with Multishot bonuses.
*Limited range that can be increased with and .
==Unique Mechanics==
Some continuous weapons offer unique mechanics not seen in any other weapon class.
*"Beam chaining" - initial beam can attack secondary targets from the primary target
**E.g. , , 's alt-fire, , , (), , , , and .
**Each subsequent chain beam will lose damage.
**The range of chain beams are not affected by Beam Length bonuses.
**Additional chain beams do not cost ammo.
*"Split beam" - more than one beam that converges into a single focal point when zoomed
**E.g. and 
*"Homing beam" - beam that automatically seeks targets near the reticle
**E.g. and 
*"Conal beam" - beam that spreads out like a cone, similar to a flamethrower
**E.g. , family, and 
==List of Continuous Weapons==
See :Category:Continuous Weapons.
==Patch History==
Category:Weapons