Weapons

**Weapons** in Voidtrain are unique, in that, apart from the Revolver, they are all procedurally generated and built out of various Weapon Modules.

## Revolver

The Revolver (Aka "Old Friend") is your basic starting weapon, and has infinite ammo. It can be modified using various Revolver Modules.

## Two-Handed Weapons

All weapons other than the Revolver are procedurally generated out of Weapon Modules. They can either be built by players using Weapon Modules they've gathered and assembled together in an Armory I or Armory II, or acquired fully built as drops from Soldiers.

### Weapon Modding - see below for additional modding information.

You can change the stats and properties of your two-handed weapon by changing the Weapon Modules of the gun. The stats available to be changed are Damage, Accuracy, Firerate, Stability, Reload Speed, Range, Mag, and Handling. Along with the basic stats of the two-handed weapon, you can also change the Weapon Type and the Weapon Effect.

Weapons and weapon modules you get from enemies depends on the difficulty of the enemies (World Rate, which is formed from the overall development of the train, technology, etc.)

If the module is from a chest it is affected by the chest's tier (1 -5).

## Gun Basics

There are 3 generic types of two-handed guns in Voidtrain

* Rifle (rifle ammo)
* Shotgun (shotgun ammo)
* SMG (hunter ammo)

If you are curious as to what type of gun you currently have equipped, you can look at the ammo type in the bottom right corner (from left to right).

* Rifle
* Shotgun
* Hunter
* Special Ammo

Easy enough, right? Not so fast.

The barrel of your gun defines what type of ammo the gun uses. Suppose we have a fancy rifle that’s slapping super hard but we change a barrel to something else “because the DPS goes up.” Be careful! You just took a great rifle and put a shotgun barrel on that bad boy.

## Gun Names

The gun is typically named based on a combination of the barrel and the frame augments. I.e., Stable Flapper is a Stable frame on a Flapper barrel. If you use an elemental magazine, the gun will be named based on the magazine type in combination the frame. E.g., Flamy Bear, Frosty Bite, and Toxic Pain.

Starting with a <<pain>> frame and an <<enhancer>> barrel, we get a "Pain Enhancer". There are variants of each of those frames but the word within the "<< \_\_\_ >>" is the key element if you are looking to build a specific type of gun.

Adding a Cryo (Ice) magazine generates "Frosty Pain."

That being said, you can have a situation where you have three guns named the same thing but are completely different weapons. A <<pain>> frame on a shotgun, rifle, or SMG with a Cryo magazine would all read "Frosty Pain" despite using different ammo.

## Gun Stats

There are 8 stats on a gun, we will go down the list starting with the first column.

Column 1 Row 1 = Damage: What the gun actually hits for when the bullet or collection of bullets hit the enemy (this is based on + 0% projectile bonus and will not change if you add bonus projectiles). This is kinda tricky because for SMGs and Shottys it’s the sum damage of the projectiles that are expelled from one click. That will make much more sense later when we get to the min/maxing portion.

Column 1 Row 2  = Rate of Fire (ROF) Nothing tricky here.

Column 1 Row 3 = Reload speed (in seconds)

Column 1 Row 4 = Magazine size

Column 2 Row 1 = Accuracy (not 100% sure on this stat but fairly certain this impacts the hipfire accuracy and has nothing to do with ADS accuracy)

Column 2 Row 2 = Stability (how much vertical and horizontal recoil)

Column 2 Row 3 = Range (effective range of the bullet - don’t ask me how far 4.4 is but the image is from a shotgun)

Column 2 Row 4 = Handling (again, not 100% sure on this but it’s either some combination of ADS speed and/or speed at which you can hipfire from a run) Not the most useful stat but you do want this as LOW as possible despite the game giving a visual glitch of a red number when it goes down. Pro tip for this is removing your stocks from your shotguns because you don’t need stability when you are barrel stuffing someone’s face off.

The DPS calculation is primarily based on the Damage value in combination with the ROF. Different types of guns have different baselines for their damage which we will explore next. I.e., shotguns have a high damage but low rate of fire compared to a SMG which is the inverse.

## Basic Modding

Note: Most testing was with Rifles and Shotguns so the SMGs may have limited details.

Barrels have damage multipliers (M) which modify the frame damage to generate the overall gun damage. If the multiplier number (the first number on the barrel stat) is 1 or above, we add one to the number and multiply it frame damage to get the gun damage generally speaking.

(1+M) X Frame Damage = Gun damage stat (Column 1 Row 1)

### Shotgun Barrels

* Crusher (highest damage multiplier of 2.5)
* Cashback
* Heater (faster rate of fire per my understanding)
* Shrapnel Gun (big spread many bullets)

### Rifle Barrels

* Mantis
* Blindness
* Flapper (faster rate of fire)
* Enhancer (hard hitter - slow ROF)

### SMG Barrels

* Dragonfly
* Numerator
* Aggregator
* Tornado (highest ROF?)

We will revisit the "Pain Enhancer" from gun names section to show how the barrel adjusts the gun stats very heavily. Keep in mind the frame of this gun will remain the same. The frame is the damage source of the weapon to be discussed later.

Adjusting the barrel to a <<crusher>> yields a "Pain Crusher"

Adjusting the barrel to a <<tornado>> yields a "Pain Tornado"

## Gun repair and degradation

Guns will need to be repaired after usage. Certain gun mods may offer a % chance to not consume gun durability which slows down the need to repair. If you don't repair a damaged gun, the gun is more prone to jamming and will have a reduced effectiveness. See image (right). The damage is 80 before repair and 93 after. All stats of the gun are reduced when durability is lowered.

After repairing multiple times, the parts of the guns will actually degrade. Meaning, at 100% durability the same gun will be less effective over time. The image to the left is from the same Pain Enhancer that has been repaired 10 more times with images at "Broken," "Repair 1," "Repair 6," and "Repair 10" being the background image.

Notice how the DPS (yellow number in the top right) stays at 162 but the gun is actually doing much less. The damage went from 92 to 72, ROF from 127 to 99, reload speed from 2.5 to 2.9, magazine size from 13 to 11, and so on. Be mindful of holding on to (spoiler alert - epic (purple) or legendary (gold) items for too long) because they aren't doing the damage they once did. The properties portion of the gun (bottom right above the "Repair 10" text) will remain true to their initial stats. A grip that pierces every 3 will stay as such no matter the number of repairs. That being said, the only legendary mod worth keeping past it's degradation life could be a grip.

# Gun Crafting and Modding

## Intermediate Modding (Grips/Mags/Stocks/Sights)

Note: Most testing was with Rifles and Shotguns so the SMGs may have limited details.Now that we actually know which guns are which, we should start adding mods to improve said guns.

### Grips

Grips are a bit tricky so hang on for this. There are primary affixes and secondary affixes. The primary affixes are hard-coded based on the name of the grip versus the secondary affix which can be random.

Rare (blue) grips have 3 affixes:

* Primary
* Primary
* Secondary (red highlight)

Epic (purple)/Legendary (gold) Grips have 4 affixes:

* Primary
* Primary
* Secondary (red highlight)
* Secondary (red highlight)

#### Rapid fire - Primary Grip Affixes

Indicates that you are switching the gun to automatic fire and it has a defined affix attached (Stability)

* Rapid Fire << Mimicry (2) >> / << Multiplier (3) >> / << Polynomial (4) >>
	+ Primary - Fires in bursts, X shots at a time (red highlight)
	+ Primary - Stability, Accuracy, or Fire Rate increase while firing (red highlight)
* Rapid Fire << Nitro >>
	+ Primary - Fire rate increases while firing (red highlight)
	+ Primary - Stability or Accuracy increases while firing (red highlight)
* Rapid Fire << Progressiveness >>
	+ Primary - Stability increases while firing (red highlight)
	+ Primary - Accuracy increases while firing (red highlight)

#### Flexible grip - Primary Grip Affixes

Don’t use them often but the flexible, in turns of gun modding in this game, indicates that more variability should exist within the grips (in terms of primary affixes).

* Flexible grip << Progressiveness >>
	+ Primary - Stability increases while firing
	+ Primary - Accuracy increases while firing
* Flexible grip << Nitro >>
	+ Primary - Fire rate increases while firing
	+ Primary - Stability Increase OR accuracy increase
* Flexible grip << Mimicry (2) >> / << Multiplier (3) >> / << Polynomial (4) >>
	+ Primary - Fires in bursts, X shots at a time
	+ Primary - Stability, accuracy, or fire rate increase while firing

#### Secondary Affixes

* Bonus damage after every 3-6 shots
	+ Just good in general but not sure the exact bonus (probably 25-50%)
* Pierce armor every 3-6 shots
	+ Super good for the Queen in the Trial or Depot boses
* Each 3-6 kills detonates a dead body
	+ Good for mobbing
* Each 3-6 hits mines the enemy
	+ Maybe good for SMGs? Haven’t tested much
* While destroying enemy armor, projectiles explode
	+ Great for Queen and Depot bosses but not sure of the damage

### Magazines

The naming of the magazine is not that important so I’ll try to make this one as brief as possible. Essentially, get an elemental magazine to increase your damage by adding a weapon effect. Flame and Toxic add damage Cryo is more of a crowd control affix because it freezes the enemies.

The “Volumetric” variants are what you are looking for in all cases.

Volumetric Flame Mag << something >> would be almost as ideal as they come.

Lightweight indicates a smaller mag size but quicker reload speed.

Mag affixes:

* Last 30% of ammo does increased damage (up to 50%) - very good
* Last 30% of ammo increase melee speed by up to (50%) - never tested melee really
* While reloading, if damage is taken (not sure why this clause is in here), there is a change to steal ammo (up to 50%)
* While reloading reduced damage taken (up to 50%)

### Stocks

Use for ARs and not for Shotguns (stocks decrease handling but increase stability)

### Sights

Pick one you like as there are only 2 variants.

## Gun Advanced (Barrels and Frames)

This is where it starts to get fun so tie yourself down and make sure you have some hooks ready.

Frames are the primary defining gun mod for whatever gun you are using. Meaning, an epic frame (purple) with a blue barrel will do the same damage (Value from Column 1 Row) as a green barrel with the same exact name. Same can be said for legendary barrels versus purple barrels (there are some exceptions which we will explore in the Min/Max portion).

If you have made it this far, I am not going to dive into the specifics of each frame because you can read the generic stats that might be adjusted from switching. Some hit harder <<bear>>, some have better accuracy <<accurate>>, better speed <<rapid-fire>>, and more stability <<stable>>. Again, this part is pretty easy if you have made it this far but do keep in mind there is a visual glitch when looking at weapon mods in your inventory versus in the armory (image below).

Inventory: Rapid-Fire Frame << Piranha >> reads

49 damage  / 280 ROF / 70 accuracy / 70 stability

Armory: Rapid-Fire Frame << Piranha >> reads

49 damage / 490 ROF / 40 accuracy / 98 damage

Thus, make sure you actually test the frames in the armory if you are unfamiliar with the stats that the different variants provide you.

Still here?

Good.

### Frame Affixes

In no particular order of importance (for now - min maxing will address this)

* +% to Global Status Chance (2% to 5% maybe)
	+ Increases the chance of having an elemental mag proc (Programmed Random Occurrence). The wording of “global” leads me to believe that headshots are programmed to be “critical” in nature and much more likely to apply an elemental effect. I don’t understand the implications of “Global”
* +% Increased Status Chance (20 - 50%)
	+ Increases the chance of applying a status effect
* +% Increased Crit Chance (10% to 20% maybe)
* +% to Global Critical Multiplier ( 10% to 25% maybe)
* +% to Critical Multiplier ( 10% to 25% maybe)
* +% Movement speed with weapon ( 10% to 25% maybe)
* +% Increased Melee Damage ( something to 100%)
* % chance to not consume durability (2% to 10% range - not sure of exact values)
* % chance to not consume ammo ( 2% to 10% range - not sure of exact values)

The exact values for the min max on each of these is hard to find out without even more testing which I will be doing but rough estimates are viable for now unless a dev wants to provide specifics and save us some time.

Clarification on critical hits / headshots / global critical would be nice @Niko

### Barrels Affixes

* +% to Global Critical Chance (2% - 5% maybe)
* +% to Critical Multiplier ( 25ish% to 50%)
* % chance to not consume durability (2% to 5% - not sure of exact values)
* +% increase to headshot multiplier
* +% to Global Status Chance (2% to 5% maybe)
* +% increase in projectiles (50% - 200%)
* % chance to not consume ammo ( 2% to 5% - not sure of exact values)
* 3 affixes which change the shape of projectiles in a shotgun (these are all useless imo)
	+ Star
	+ Heart
	+ Horizontal Line or something (I think)

Most of the affixes are viable based on how you play and what weapon you use them with. Headshot multiplier is probably better for rifles vs SMGs. Status bonuses are next to useless if you don’t have an elemental magazine. +% projectiles is very useful for shotguns and SMGs but has a very interesting mechanic when used on ARs. See below.

## Gun Min/Maxing

The Min/Maxing that I have explored in this game is completely related to the Rifle. Shotguns are powerful enough and SMGs are super weak so I haven’t even bothered with them yet. I made a full legendary SMG and it’s worse than a blue shotty/ar. Thus, we have the Rifle.

Bonus Projectiles on Rifles only “work” at intervals of 100%. Meaning, a rifle with +69% bonus projectile will have no impact on the rifle because you can’t shoot 1.69 bullets. Alternatively, 169% projectile bonus will shoot 2 projectiles for every one click. This isn’t like the Mimicry/Multiplier/Polynomial where it consumes 2 ammo and shoots 2 bullets. This is consuming 1 ammo but shooting 2 projectiles (each have full damage). Furthermore, a 200% projectile barrel will shoot 3 projectiles at full damage for each. That being said, to maximize the rifle’s DPS we should be using a 200% projectile barrel which is stupid hard to get.

How to get a 200% projectile. First, pick up blue rifle barrels. They double roll the only affix that is on the barrel. Thus, they have a really good chance of being over 100%. They are also very common. Unfortunately, they have to roll (50 - 100%) x2 so the odds of a blue barrel with 200% projectile is (1/51 \* 1/51) or 1/2601 so that’s fun. Furthermore, if you want it for a specific rifle (enhancer would be the hardest hitting), you have to add a 1/3, for only rifle barrels, and a 1/4, for the specific type of rifle, which gets you a healthy 1 out of 31,102 barrels will be a for a specific gun and 200% projectile damage. Purple barrels do not double roll projectile damage and farming legendary barrels for a 200% projectile would take thousands of hours.

TL;DR get 200% projectile damage blue barrel it will triple the damage of your gun.