Damage and arrow speed both climb with the draw, and the drop follows the speed,
since the metre a projectile falls at is the distance it covers in a fixed fall. The
string is taken to fill evenly over the 1 s to the cap - the one part
here that is an estimate rather than a measurement. Below 5% it will
not release at all, and speed stops climbing at 80%, so overcharging
adds damage but never a flatter arrow.
How far it kills
220 per hit, before
falloff
Hunter HP
Hits needed to kill a 150 HP hunter, each band closing at the
metre it stops working. Point anywhere along a bar to read that distance below. The dashed lines are named under the bars: falloff is where damage starts dropping, flat is where it stops falling, drop is where the round stops flying flat.
Head
instant kill
Upper torso×1.3mult286dmg1hits
1284 m3
Torso×1mult220dmg1hits
1264 m34
Arm×0.7mult154dmg1hits
2345+
Leg×0.65mult143dmg2hits
2345+
falloff5 mflat100 mdrop30 m5 m
How damage falls
share of full damage, on the axis and marks the bars use
Falls fastest between 5 and 15 m, at 25% of full damage per 10 m; 8.4% per 10 m across the whole fall to 100 m, where it
holds 20%. A quarter of it is gone by 15 m, where the line meets the marked
level - the figure the weapon list sorts by.
Handling
Single-shot, 1 round, iron sights.
What firing does to your view
The muzzle drops 1° after every shot. How much of the screen that eats is not fixed - it depends on how wide your own field of view is, so these are drawn at the game's default 55°, and a wider setting costs you less of it.
From the hip
1° of dip
Aiming
1° of dip
The kick itself plays out in 0.2s, long over before you can fire again at 0.6s.
It walks 2° to the right as well as up.
Aiming slows how fast you can swing the gun around to 60% of normal.
Chosen at the top of the page. It also re-reads the range profile
under and the penetration table below.
What this round gets through
This round does not penetrate at all - it stops at the first surface it
hits, whatever that surface is made of.
Damage through is this weapon's in-game damage figure carried across one
obstacle of that material.
Against monsters, and who hears it
Attacks
Light attack
Damage
15
Damage type
Melee Blunt
Cleave cap
1 body
Swing cadence
Light attack
0.85s before the next light attack
Heavy attack
0.45s before the next heavy attack
Tired
1.95s - the delay once you are out of stamina
Against a hunter, by hit zone
Head30
Upper torso13
Torso13
Left arm13
Right arm13
Left leg9
Right leg9
Against a hunter's 150 health, from the game's own hunter hit-zone
table. Melee carries no falloff, so these do not change with
distance.
Against the bestiary
Light attack
Deals Melee Blunt damage. It hits Immolator hardest (1.44x) and Water Devil softest (0.45x).
Five or more
Doctor GruntHeadGruntHeadLantern or Torch GruntHeadMuzzled HellhoundJawImmolatorHeadWater DevilBodyArmoredHeadConcertina ArmoredHeadAssassinHeadRotjawWeakspotHellbornHeadMeatheadTorso UpperSpiderHeadButcherHeadBloodskinWeakspotScrapbeakHead
Computed from each creature's own hit-zone table against this attack's damage type.
Noise
Louder than 5% of the arsenal to AI. That is what monsters notice. Another
hunter hears the shot out to 750 m - the same for every
weapon in the game, so this bar is about stealth from AI, not from people.
Heard by AI to7 m
5your sprint50
of 150 weapons, Flame Rifle to Uppercut Precision
Its report, and what it does to your ears
Deafens you
0% per shot
Traits and perks
What traits change
The game's trait descriptions give no numbers. Where this weapon's own
attribute presets substitute values for an active trait, they are below.
Crack Shot
Stat
Base
With
Sway, horizontal
-
0.25
Sway, vertical
-
0.3
Only stats the trait actually moves are listed - a value the trait leaves
untouched is omitted rather than shown unchanged. A crouched-spread
multiplier of 1 means crouching stops steadying the weapon at all while
that mode is active. Dual wielding is a
weapon capability rather than a trait, and is not uniformly an upgrade:
several pistols fire slower akimbo than single, in exchange for the
doubled magazine.
What the draw is worth
This is the only weapon whose damage is a curve rather than a number:
it is read off how far the string is pulled. A snap shot releases at
5%, holding to 80% takes
1 s, and Hundred Hands is what allows the last stretch to 100%, at
1.5 s to reach it. The trait adds no damage of its own - it
only lets the curve run further.
Arrow
Snap
Full draw
Overcharged
Gain
Arrow
99
220
242
+10%
Frag arrow
25
50
50
nothing
Concertina arrow
25
50
50
nothing
Poison arrow
88
209
231
+10.5%
And what it costs
The draw moves the aim as well as the damage: the longer you hold,
the wider the bow wanders. The overcharge stretch runs on its own
curve, so the trait that buys damage up there pays for it in sway.
Lower is steadier.
Sway
Snap
Full draw
Overcharged
Horizontal
0.5
0.5
0.35
Vertical
0.3
0.31
0.18
Frag and concertina arrows gain nothing from the trait: their curves are already flat
at full draw. They also cannot be snap-shot, needing a quarter of the draw before they
leave the bow at all.
Traits that apply
Every trait this weapon's own data references. A recommendation is the
game's own; the numbers above are the ones we can prove from the
weapon's attribute presets.
Blade SeerRecommended1 ptsWhile using Dark Sight, increases distance of highlighted Bolts, Arrows, Harpoons, Throwing Axes, and Throwing Knives to 75m. Also applies to Beetle View.
Hundred HandsRecommended3 ptsIncrease the damage of a Hunting Bow and reduce sway at full draw. Can use Arrows in melee attacks.
Crack ShotReduce sway for weapons and increase zoom level in iron sights for rifles and pistols with stocks. Excludes shotguns and sawed-off variants.
A few perks carve out exceptions in their own description - Crack Shot
excludes shotguns and sawed-off variants - so read the perk text, not
just the listing.