Kinetic Ricochet is a mod that allows shots from the Tetra to bounce and travel further. Shots will bounce off of enemies and terrain.
Stats[]
Rank | Bounces | Distance | Cost |
---|---|---|---|
0 | +1 | +5% | 2 |
1 | +2 | +10% | 3 |
2 | +3 | +15% | 4 |
3 | +4 | +20% | 5 |
4 | +5 | +25% | 6 |
5 | +6 | +30% | 7 |
Drop Locations[]
Mission Drop Tables
Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
---|
Enemy Drop Tables
Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
---|---|---|---|---|---|---|
002-ER | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Armis Ulta | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Auditor | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Azoth | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Derim Zahn | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Dru Pesfor | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Jad Teran | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Jen Dro | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Lockjaw & Sol | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
M-W.A.M. | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Nako Xol | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Pelna Cade | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Rana Del | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Raptor RX | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Tia Mayn | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Ved Xol | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- Can be used on the Prisma Tetra and Tenet Tetra variants as well.
- For the Tenet Tetra, this mod will not affect the grenade Alternate Fire.
- Projectiles interact strangely with punch through effects - they will not bounce off of enemies, and will often stop after hitting terrain.
- It seems that when the projectile hits a surface it decides if it can penetrate the object or not, if it can't, it bounces off the surface. This process goes on as long as the projectile has not penetrated anything yet. The projectile will only punch through what it can penetrate, and after the first penetration, it works just like normal projectile with the bounce effect.
- Due to the bullet penetrating thin obstacles at first hit, it is recommended not to use punch through if you plan to shoot the floor or the walls to make full use the bounce effect as it will often penetrate the walls or floor and not stay in the space.
- In general, it is recommended not to use any punch through mods.
- It seems that when the projectile hits a surface it decides if it can penetrate the object or not, if it can't, it bounces off the surface. This process goes on as long as the projectile has not penetrated anything yet. The projectile will only punch through what it can penetrate, and after the first penetration, it works just like normal projectile with the bounce effect.
- The mod will reduce the range of the projectiles from infinite to 100 meters. Every time the projectile bounces, that range seems to be further decreased. After just two bounces, the projectile will fizzle out after traveling less than 32 meters from the initial firing position.
Tips[]
- Shots will not bounce if they are in flight for too long. It is easier to get maximum bounces using Terminal Velocity and other mods that increase flight speed.
- Shots can hit the same enemy multiple times. For best results, fire into narrow hallways and crowded areas.
- Works very well with Magnetize, allowing each projectile to hit the target all 6 times.
Media[]
Gallery[]
Patch History[]
Update 26.0 (2019-10-31)
- Now an Exilus Weapon mod.
Hotfix: The Index Preview 2 (2016-10-21)
- Fixed the Kinetic Ricochet Mod having a static 2D image as opposed to the newer 3D images.
Update: The Index Preview (2016-10-20)
- Introduced.
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)