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Augment
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Benefit
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Notes
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Aiming: Crit
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- Aim 50% faster.
- While Aiming:
- +25% Crit Chance
- +80% Crit Damage
- Enemies are Outlined
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Aiming: Elemental
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- Aim 50% faster.
- While Aiming:
- +75% Proc Chance
- +75% Elemental Proc Damage
- Enemies are Outlined
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Aiming: Weakpoint
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- Aim 50% faster.
- While Aiming:
- +100% Weakpoint Damage
- Weakpoints become easier to hit.
- Enemies are Outlined
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Ammo: Crit
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- +200% Magazine Size.
- Bonus per Missing Bullet:
- +2% Crit Chance (max 50%)
- +2% Crit Damage (max 50%)
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Ammo: Elemental
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- +200% Magazine Size.
- Bonus per Missing Bullet:
- +1% Proc Chance (max 50%)
- +2% Elemental Proc Damage (max 100%)
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Ammo: Weakpoint
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- +200% Magazine Size.
- Weakpoints become easier to hit.
- Bonus per Missing Bullet:
- +2% Weakpoint Damage (max 100%)
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Hipfire: Crit
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- While Not Aiming:
- +100% Crit Damage
- +20% Move Speed
- -20% Spread
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Hipfire: Elemental
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- While Not Aiming:
- +50% Elemental Proc Damage
- +100% Proc Chance
- +20% Move Speed
- -20% Spread
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Hipfire: Weakpoint
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While Not Aiming:
- Each hit: +20% Weakpoint Damage for 5 seconds (max 100%)
- Weakpoints are easier to hit
- +20% Move Speed
- -20% Spread
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Short Range: Crit
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- Nearby Enemies grant:
- +10% Damage Resistance (max 80%)
- +80% Crit Chance (-4% per meter)
- +30% Crit Damage (-1.5% per meter)
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Unlocked after completing Zone 1: Close Quarters
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Short Range: Elemental
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- Nearby Enemies grant:
- +10% Damage Resistance (max 80%)
- +150% Proc Chance (-6% per meter)
- +75% Elemental Proc Damage (-7.5% per meter)
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Unlocked after completing Zone 1: Close Quarters
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Short Range: Weakpoint
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- Nearby Enemies grant:
- +10% Damage Resistance (max 80%)
- Hits count as Weakpoints
- +50% Weakpoint Damage (-2.5% per meter)
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Unlocked after completing Zone 1: Close Quarters
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Long Range:
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- Removes Recoil and Damage Falloff.
- Bonus per Meter of Distance:
- +2% Crit Chance (max 40%)
- +5% Crit Damage (max 100%)
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Unlocked after completing Zone 1: Close Quarters
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Long Range: Elemental
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- Removes Recoil and Damage Falloff.
- Bonus per Meter of Distance:
- +5% Proc Chance (max 100%)
- +5% Elemental Proc Damage (max 100%)
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Unlocked after completing Zone 1: Close Quarters
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Long Range: Weakpoint
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- Removes Recoil and Damage Falloff.
- Weakpoints are easier to hit.
- Bonus per Meter of Distance:
- +7.5% Weakpoint Damage (max 150%)
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Unlocked after completing Zone 1: Close Quarters
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Glass Cannon
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- +100% Weapon Damage, Crit Damage, Weakpoint Damage, and Proc Chance
- +100% damage taken. Damage that cracks your Shields does not reduce your Health.
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Only available during Zone 2: Glass Cannon
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Martial Mastery
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- +50% Melee Weapon Damage
- -50% Ranged Weapon Damage
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Only available during Zone 3: Spearhead
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