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{{Codex|A Bronco equipped in each hand.}} |
{{Codex|A Bronco equipped in each hand.}} |
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− | The '''Akbronco''' is the akimbo variant of the |
+ | The '''Akbronco''' is the akimbo variant of the {{Weapon|Bronco}}, featuring higher fire rate and magazine size at the expense of slower reload speed. |
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− | The total credit cost of crafting the '''Akbronco''', including the blueprint and crafting costs of its two constituent Broncos, is {{cc|110,000}}. |
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==Characteristics== |
==Characteristics== |
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'''Advantages:''' |
'''Advantages:''' |
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− | *High base damage. |
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*Highest [[fire rate]] of all secondary shotguns. |
*Highest [[fire rate]] of all secondary shotguns. |
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+ | *Innate [[multishot]] of 7 pellets. |
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*Very ammo efficient. |
*Very ammo efficient. |
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− | * |
+ | *Innate {{Icon|Pol|V}} polarity. |
'''Disadvantages:''' |
'''Disadvantages:''' |
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*Has linear damage falloff from 100% to 75% from 7m to 14m target distance (distances are affected by [[Projectile Speed]]). |
*Has linear damage falloff from 100% to 75% from 7m to 14m target distance (distances are affected by [[Projectile Speed]]). |
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*Low [[critical chance]]. |
*Low [[critical chance]]. |
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− | *Before 100% [[status chance]], the listed status chance is the base chance per shot that at least one pellet will proc a status; the actual base status chance per pellet is ~3.49%. |
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*Low magazine size. |
*Low magazine size. |
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*Fairly low [[reload speed]]. |
*Fairly low [[reload speed]]. |
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{{WeaponComparison|Bronco}} |
{{WeaponComparison|Bronco}} |
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{{WeaponComparison|Akbronco Prime|header=n}} |
{{WeaponComparison|Akbronco Prime|header=n}} |
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− | {{WeaponBuildSection}} |
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− | == |
+ | ==Acquisition== |
+ | The Akbronco's blueprint can be purchased from the [[Market]]. |
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+ | |||
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==Notes== |
==Notes== |
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*Weapon will create six holes in scenery and objects such as walls, regardless of having multishot on, even though seven are actually registered on enemies, this includes multishot which shoots more pellets but only registers six holes regardless. Most likely to reduce lag. |
*Weapon will create six holes in scenery and objects such as walls, regardless of having multishot on, even though seven are actually registered on enemies, this includes multishot which shoots more pellets but only registers six holes regardless. Most likely to reduce lag. |
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*Listed firing rate does not reflect the actual firing rate. The actual fire rate is lower than 8.33 shots/seconds. |
*Listed firing rate does not reflect the actual firing rate. The actual fire rate is lower than 8.33 shots/seconds. |
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− | *The damage listed is actually the combination of all seven pellets' damage values. The actual damage per pellet is ''' |
+ | *The damage listed is actually the combination of all seven pellets' damage values. The actual damage per pellet is '''32''' impact, '''4''' puncture, and '''4''' slash. |
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+ | ==Tips== |
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==Trivia== |
==Trivia== |
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DualBroncos1.png |
DualBroncos1.png |
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DualBroncos3.png |
DualBroncos3.png |
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+ | </gallery> |
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+ | |||
+ | <gallery position="center" widths="300" spacing="small" hideaddbutton="true"> |
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+ | Warframe - All Tenno Secondaries - Weapon Animations & Sounds (2012 - 2019) |
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</gallery> |
</gallery> |
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==Patch History== |
==Patch History== |
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{{Scrollbox/Article| |
{{Scrollbox/Article| |
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+ | ;Greater than 100% Status having meaning: |
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+ | Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case. |
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+ | |||
+ | Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet. |
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+ | *(Undocumented) Status chance per projectile increased from {{#expr: 22/7}}% to {{#expr: 22/7 * 3}}%. |
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+ | |||
{{ver|22.12}} |
{{ver|22.12}} |
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*Damage increased from 38 to 40 (per pellet). |
*Damage increased from 38 to 40 (per pellet). |
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{{ver|8}} |
{{ver|8}} |
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*Introduced. |
*Introduced. |
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+ | }} |
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+ | {{ver/Lu|24.1.4}} |
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==See also== |
==See also== |
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− | * |
+ | *{{Weapon|Bronco}}, the single counterpart of this akimbo gun. |
− | * |
+ | *{{Weapon|Bronco Prime}}, the prime counterpart of the Bronco. |
− | * |
+ | *{{Weapon|Akbronco Prime}}, the [[prime]] version of this gun. |
{{WeaponNav}} |
{{WeaponNav}} |
Revision as of 13:31, 11 June 2021
The Akbronco is the akimbo variant of the Bronco, featuring higher fire rate and magazine size at the expense of slower reload speed.
Characteristics
This weapon deals primarily Script error: The function "Proc" does not exist. damage.
Advantages:
- High Script error: The function "Proc" does not exist. damage – effective against shields.
- Highest fire rate of all secondary shotguns.
- Innate multishot of 7 pellets.
- Very ammo efficient.
- Innate Script error: The function "Pol" does not exist. polarity.
Disadvantages:
- Low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – less effective against armor and health.
- Has linear damage falloff from 100% to 75% from 7m to 14m target distance (distances are affected by Projectile Speed).
- Low critical chance.
- Low overall status chance.
- Low magazine size.
- Fairly low reload speed.
- Wide pellet spread cone makes the weapon ineffective beyond medium range.
Comparisons:
- Akbronco (Normal Attack), compared to Bronco (Normal Attack):
- Higher base damage per projectile (42.00 vs. 40.00)
- Higher total damage (294 vs. 280)
- Lower base status chance (3.14% vs. 9.43%)
- Higher average damage per tap (311.64 vs. 296.8)
- Higher burst DPS (1558.2 vs. 1484)
- Higher sustained DPS (445.2 vs. 409.37)
- Larger magazine (4 vs. 2)
- Slower reload time (2.00 s vs. 1.05 s)
- Higher Mastery Rank required (2 vs. 0)
- Lower disposition (●●●●● (1.35x) vs. ●●●●● (1.45x))
- Akbronco (Normal Attack), compared to Akbronco Prime (Normal Attack):
- Lower base damage per projectile (42.00 vs. 50.00)
- Lower total damage (294 vs. 350)
- Lower base status chance (3.14% vs. 12.86%)
- Lower average damage per tap (311.64 vs. 371)
- Lower burst DPS (1558.2 vs. 1606.43)
- Lower sustained DPS (445.2 vs. 724.33)
- Closer starting damage falloff distance (7.0 m vs. 9.0 m)
- Closer max damage falloff distance (14.0 m vs. 18.0 m)
- Higher fire rate (5.000 attacks/sec vs. 4.330 attacks/sec)
- Smaller magazine (4 vs. 8)
- Faster reload time (2.00 s vs. 2.25 s)
- Less polarities ( vs. )
- Lower Mastery Rank required (2 vs. 10)
- Higher disposition (●●●●● (1.35x) vs. ●●●●○ (1.30x))
Acquisition
The Akbronco's blueprint can be purchased from the Market.
Manufacturing Requirements | |||||
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20,000 |
1 |
1 |
1 |
Time: 12 Hour(s) | |
Rush: 25 | |||||
Market Price: 225 | Blueprints Price:20,000 |
This weapon can be sold for 5,000.
Notes
- Weapon will create six holes in scenery and objects such as walls, regardless of having multishot on, even though seven are actually registered on enemies, this includes multishot which shoots more pellets but only registers six holes regardless. Most likely to reduce lag.
- Listed firing rate does not reflect the actual firing rate. The actual fire rate is lower than 8.33 shots/seconds.
- The damage listed is actually the combination of all seven pellets' damage values. The actual damage per pellet is 32 impact, 4 puncture, and 4 slash.
Tips
- Even a maxed Slip Magazine can only give a maximum magazine size of 5.
- It is recommended to use Ice Storm instead of Slip Magazine, as both mods have the same amount of mod capacities required, and that maxed Ice Storm can give a maximum magazine size of 6.
- The weapon's spread cone can be reduced by zooming in.
Trivia
- In closed beta, this weapon used to deal 204 damage and there was a glitch with reloading for an infinite magazine.
- This weapon was previously named Dual Broncos.
Media
Patch History
Update 27.2 (2020-03-05)
- Greater than 100% Status having meaning
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
- (Undocumented) Status chance per projectile increased from 3.1428571428571% to 9.4285714285714%.
Update 22.12 (2018-02-09)
- Damage increased from 38 to 40 (per pellet).
- Status chance increased from 20% to 22%.
- Critical chance increased from 2.5% to 6%.
Update 21.0 (2017-06-29)
- Damage increased from 15 to 38.
- Damage fall off added starting from 7m and ending at 14 with a minimum damage of 10.
- Status Chance increased from 14% to 20%.
Update 8.0 (2013-05-23)
- Introduced.
Last updated: Hotfix 24.1.4 (2018-12-10)
See also
- Bronco, the single counterpart of this akimbo gun.
- Bronco Prime, the prime counterpart of the Bronco.
- Akbronco Prime, the prime version of this gun.