Prefix

This page was last updated during patch v1.2.1843. The current patch is .
==Description==
Weapon and ability prefixes were added in patch version v1.0.1783. "All crafted gear will now have a randomized prefix attached which will slightly boost one specific stat depending on the prefix". They behave similar to modules, boosting one or two stats on the piece of gear. They affect the base stats and aren't included in the boost value when examining the equipment.
==Weapon Prefixes==
===Basic Prefixes===
Prefix 	Spread	RoF 	Ammo	Splash	Chargeup
Stock 	- 	- 	- 	- 	-
Precise 	-20% 	- 	- 	- 	-
Rapidfire 	- 	-7.5%	- 	- 	-
Longmag 	- 	- 	+40%	- 	-
High Yield	- 	- 	- 	+10% 	-
Charging 	- 	- 	- 	- 	-10%
Balanced 	-7% 	-3.5%	- 	- 	-
Stabilized	-14% 	- 	+28%	- 	-
Powered 	-14% 	- 	- 	- 	-7%
Carnage 	- 	-5% 	+28%	- 	-
Fusillade 	- 	-5% 	- 	+7% 	-
Blazing 	- 	-5% 	- 	- 	-7%
Havoc 	- 	- 	+28%	+7% 	-
Surging 	- 	- 	+28%	- 	-7%
There are currently 13 weapon prefixes:
#Balanced Increased RoF and Accuracy
#Blazing Increased RoF and Chargeup
#Carnage Increased RoF and Ammo
#Charging Charge Speed Increase
#Fusillade Increased RoF and AoE
#Havoc Increased AoE and Ammo
#High Yield AOE Radius Increase
#Longmag Ammo Capacity Increase
#Powered Increased Accuracy and Chargeup
#Precise Accuracy Increase
#Rapidfire Rate of Fire Increase
#Stabilized Increased Accuracy and Ammo
#Surging Increased Chargeup and Ammo
As of patch v1.1.1824, weapon prefixes have been simplified such that, "Weapon Prefixes are now equivalent to uncommon module bonuses". This means a prefixed weapon effectively gains the boost of an uncommon module before any other modules are slotted in.
The type of prefixes available vary depending on the properties of the weapon. The average weapon can have the prefixes: Precise, Rapidfire, Longmag, Balanced, Stabilized, or Carnage. Weapons without splash damage cannot have any AOE prefixes, in the same way that weapons without charging cannot have any of the charging prefixes and weapons with no spread (either perfect accuracy or AOE damage) cannot have accuracy prefixes. In general if a weapon uses a stat, all of the combinations of stat boosts are available, but there are exceptions like the Tesla Rifle (which only has access to Longmag, Charging, Surging and no Rate of Fire boosts).
===Elemental Prefixes===
The six elemental weapon modifiers were first added in patch v1.1, and were improved further in v1.1.1824. For each of the three different damage types, there is an uncommon, rare, and epic version of the prefix: Thermal/Flaming Thermal/Blazing Thermal (Fire), Cryogenic/Chilled Cryo/Freezing Cryo (Ice), Bioactive/Virulent Bioactive/Miasmic Bioactive (Poison), and Electrical/Charged Electrical/Shocking Electrical (Energy). In addition to any bonus effects gained, an elemental modifier will change all weapon damage dealt to the type specified by the prefix.
====Fire====
* Thermal
Damage increased (5%) and converted to fire. 10% chance per 500ms to ignite targets for 250 base damage over 2 seconds (10 second internal cooldown.)
* Flaming Thermal
Damage increased (7.5%) and converted to fire. 15% chance per 500ms to ignite targets for 250 base damage over 2 seconds (10 second internal cooldown.)
* Blazing Thermal
Damage increased (10%) and converted to fire. 25% chance per 500ms to ignite targets for 250 base damage over 2 seconds (10 second internal cooldown.) Targets that die while ignited explode for 250 base damage within 5m and ignite other enemies.
====Ice====
* Cryogenic
Damage increased (5%) and converted to ice. 30% chance per 500ms to chill target, reducing movement speed and rate of fire by 15% for 5 seconds, up to 5 stacks.
* Chilled Cryo
Damage increased (7.5%) and converted to ice. 50% chance per 500ms to chill target, reducing movement speed and rate of fire by 15% for 5 seconds, up to 5 stacks.
* Freezing Cryo
Damage increased (10%) and converted to ice. Always chills targets, reducing movement speed and rate of fire by 15% for 5 seconds, up to 5 stacks. 25% chance for chilled targets to shatter on death for 100 base damage within 5m and applying 5 stacks of chill.
====Poison====
* Bioactive
Damage increased (5%) and converted to poison. 30% chance per 500ms to infect target for 33 base damage over 3 seconds, up to 3 stacks.
* Virulent Bioactive
Damage increased (7.5%) and converted to poison. 50% chance per 500ms to infect target for 33 base damage over 3 seconds, up to 3 stacks.
* Miasmic Bioactive
Damage increased (10%) and converted to poison damage. Always infects targets for 33 base damage over 3 seconds, up to 3 stacks. 25% chance to spawn a 4m infectious cloud for 5 seconds when an infected target dies.
====Energy====
* Electrical
Damage increased (5%) and converted to energy. 10% chance per 500ms to shock target and an additional enemy within 10m for 125 base damage.
* Charged Electrical
Damage increased (7.5%) and converted to energy. 15% chance per 500ms to shock target and an additional enemy within 10m for 125 base damage (5 second internal cooldown.)
* Shocking Electrical
Damage increased (10%) and converted to energy. 25% chance per 500ms to shock target and an additional enemy within 10m for 125 base damage (5 second internal cooldown.) Targets that die while shocked have a 75% chance to explode for 125 base damage within 5m and stun other enemies.
===Additional Prefixes===
In addition to the above prefixes, secondary weapons also have exclusive prefixes that modify their usage
====Bullet Weapons====
* Beam
Fires directed energy pulses, dealing energy damage. Increased accuracy (20%), damage (33%), and range (20%). Decreased rate of fire (40%).
* Laser Beam
Fires pulses of directed energy, dealing energy damage. Increased accuracy (20%), damage (40%), and range (20%). Decreased rate of fire (40%). Pierces through one target.
* Radiant Beam
Fires pules of directed energy, dealing energy damage. Greatly increased accuracy (40%), increased damage (40%), and range (20%). Decreased rate of fire (40%). Pierces through one target.
* Microplasma
Fires microplasma pellets. [Damage converted to plasma.] Increased damage (98%). Decreased accuracy (30%), rate of fire (80%), and magazine capacity (45%). Microplasma ricochets up to 1 time.
* Emissive Microplasma
Fires microplasma pellets. [Damage converted to plasma.] Increased damage (98%). Decreased accuracy (25%), rate of fire (80%), and magazine capacity (45%). Emissive microplasma ricochets up to 2 times.
* Ionized Microplasma
Fires microplasma pellets. [Damage converted to plasma.] Increased damage (98%). Decreased accuracy (20%), rate of fire (80%), and magazine capacity (45%). Ionized microplasma ricochets up to 3 times.
====Grenade Launchers====
* Tri-Scatter
Fires a spread of three smaller grenades.
* Quad-Scatter
Fires a spread of four smaller grenades.
* Quint-Scatter
Fires a spread of five smaller grenades.
==Ability Prefixes==
Prefix 	Recharge	Range	Force	Duration	AoE 	Potency	Deploy
Stock 	- 	- 	- 	- 	- 	- 	-
Cooled 	-10% 	- 	- 	- 	- 	- 	-
Longarm 	- 	+10% 	- 	- 	- 	- 	-
Energized 	- 	- 	+10% 	- 	- 	- 	-
Lasting 	- 	- 	- 	+10% 	- 	- 	-
Widened 	- 	- 	- 	- 	+10%	- 	-
Potent 	- 	- 	- 	- 	- 	+10% 	-
Deployment 	- 	- 	- 	- 	- 	- 	+1
Rapid 	-7% 	+7% 	- 	- 	- 	- 	-
Swift 	-7% 	- 	+7% 	- 	- 	- 	-
Charged 	-7% 	- 	- 	+7% 	- 	- 	-
Barrage 	-7% 	- 	- 	- 	+7% 	- 	-
Blitz 	-7% 	- 	- 	- 	- 	+7% 	-
Ranging 	- 	+7% 	+7% 	- 	- 	- 	-
Isolated 	- 	+7% 	- 	+7% 	- 	- 	-
Remote 	- 	+7% 	- 	- 	+7% 	- 	-
Focused 	- 	+7% 	- 	- 	- 	+7% 	-
Strengthened	- 	- 	+7% 	+7% 	- 	- 	-
Expanding 	- 	- 	+7% 	- 	+7% 	- 	-
Forceful 	- 	- 	+7% 	- 	- 	+7% 	-
Distant 	- 	- 	- 	+7% 	+7% 	- 	-
Enduring 	- 	- 	- 	+7% 	- 	+7% 	-
Disruption 	- 	- 	- 	- 	+7% 	+7% 	-
Bane 	-20% 	- 	- 	- 	- 	- 	-
There are currently 22 standard ability prefixes:
#BarrageIncreased Recharge and AoE
#BlitzIncreased Recharge and Potency
#ChargedIncreased Recharge and Duration
#CooledCooldown Reduction
#DeploymentIncrease max deployed objects
#DisruptionIncreased AoE and Potency
#DistantIncreased Duration and AoE
#EnduringIncreased Duration and Potency
#EnergizedAbility Force increased
#ExpandingIncreased Force and AoE
#FocusedIncreased Range and Potency
#ForcefulIncreased Force and Potency
#IsolatedIncreased Range and Duration
#LastingAbility Effect Duration increase
#LongarmAbility Range increase
#PotentAbility Potency increase
#RangingIncreased Range and Force
#RapidIncreased Recharge and Range
#RemoteIncreased Range and AoE
#StrengthenedIncreased Force and Duration
#SwiftIncreased Recharge and Force
#WidenedArea of Effect increased
There is currently one looted ability prefix:
*Bane: Reduces the cooldown of an ability 
Similar to weapons, the prerequisite for having a certain prefix available is for the boosted stat to be used by the ability. All abilities either have a cooldown or recharge rate making the Cooled prefix available on all skills. Even if an uncommon stat is used (like deployment), it doesn't guarantee that the Deployment prefix is available (as is the case with Heavy Turret).
==Manufacturing Prefixes==
When manufacturing a weapon or an ability at the Molecular Printer, the result is guaranteed to have a random prefix (out of the available possibilities). There is also a 10% chance that the craft crits and produces a "Custom" prefix in addition to the standard prefix (with the exception of Deployment, which cannot be custom). While not changing any other base stats, a Custom craft is a direct upgrade from its standard counterpart.
For a single stat prefix, such as Cooled, the Custom prefix will increase the boost by 50%, making it 15%. For hybrid prefixes, such as Charged, the Custom prefix uses the non-Custom, single stat prefix boosts that make up the hybrid (in this case Recharge and Duration). Therefore a Custom Charged ability would have the cooldown of a Cooled ability, with the duration of a Lasting ability, resulting in a ~43% (inverse of 70% change) increase for each stat boost.
As of patch v1.1.1824, "Custom" weapon prefixes now share the same stat boosts as their rare weapon module counterparts (with the accidental exclusion of Balanced). In general this is a slight buff relative to the old model since many boosts improve by 50% rather than the static ~43%.
Category:EquipmentCategory:WeaponsCategory:AbilitiesCategory:LootCategory:Crafting