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Projectile Speed (also known as projectile velocity or flight speed) is an attribute of each weapon that defines how quickly its ammunition travels to a target after leaving the weapon. Projectile speed can be of huge consequence to player accuracy, because shooting at enemies directly on the reticle might result in bullets hitting nothing but air; players must instead "lead" the target, which means they should aim and shoot to where they think the enemy will be by the time the bullet crosses the distance.

Hitscan vs ProjectileEdit

Hitscan weapons strike their targets instantly; the player does not need to lead the target at all. The word comes from a technical term based off how computers used to determine targets were struck on the pull of the trigger. It takes more effort for the computer to constantly watch the bullet as it flies through the air than it does to look where the barrel is pointed, see if anything is in the way, and assume the shot will hit or miss. Note that the presence of bullet animations, smoke trails, or flashes of light do not necessarily indicate that a weapon is projectile; the animations might be just for show.

Projectile in this context describes weaponry that actually do shoot out objects which fly through the air. These move at their projectile speeds from the weapons' barrels, and so the player must account for the distance between them and their target. This type of ammo is "tangible"—for example, Valkyr can successfully Rip Line onto the rocket of an Ogris. Any non-hitscan weapon is a projectile weapon.

Damage FalloffEdit

The effective weapon range is determined by the two Damage Falloff distances. Hits will deal full damage if the target is closer than the first distance. The damage will decrease linearly with the distance to 50% at the second distance. Any hit further than the second distance will deal 50% of the damage.

Damage Falloff distances are affected by Projectile Speed Modifiers. Damage Falloff has been generalized to all weapons, including hit-scan weapons since Update 22.

Riven Mods with negative Projectile speed will affect the distance of the first and second Damage Falloff distances. Riven Mods with negative Projectile speed beyond -100% will remove Damage Falloff and reduce total weapon damage by a flat 50% after mods.

Projectile Speed ModifiersEdit

These mods increase projectile speed for non-hitscan weapons as described. Note that they also increase damage falloff distance where applicable, such as most Shotguns, for both hitscan and non-hitscan weapons. Whirlwind is listed as "melee" but only matters for thrown melee weapons.

In addition, there are some Conclave Sigil BlackPvP-exclusive mods which affect flight speed:

Along with the above mods, Volt's Electric Shield converts all outgoing projectiles into hitscan.


ElectricShieldModU15 ElectricShield
ENERGY
50
KEY
3
Electric Shield
Volt deploys an obstacle of energy, providing cover in any situation.

Meters per Energy Drained: 4 m
Strength:N/A
Duration:10 / 15 / 20 / 25 s
Range:N/A
Misc:50% (damage bonus)
200% (critical damage bonus)
6 m x 4.25 m (static shield)
2 m x 3 m (current shield)
6 (shields limit)


List of Projectile WeaponsEdit

Name Type Flight Speed Charge Flight Speed Alt-Fire / Special
Arca PlasmorShotgun??? m/sN/AN/A
AstillaShotgun??? m/sN/AN/A
AtticaBow90 m/sN/AN/A
BoltorRifle85 m/sN/AN/A
Boltor PrimeRifle100 m/sN/AN/A
BuzlokRifle40 m/sN/A??? m/s
Carmine PentaLauncher20 m/sN/AN/A
CernosBow70 m/s85 m/sN/A
Cernos PrimeBow70 m/s85 m/sN/A
CorinthShotgunN/AN/A??? m/s
DaikyuBowN/A85 m/sN/A
DeraRifle100 m/sN/AN/A
Dera VandalRifle100 m/sN/AN/A
DrakgoonShotgun100 m/s100 m/sbounce: 25 m/s
DreadBow70 m/s85 m/sN/A
FerroxSpeargunN/AN/A??? m/s
HarpakRifle??? m/sN/A??? m/s
HemaRifle??? m/sN/AN/A
JavlokSpeargunN/A??? m/s??? m/s
LankaSniper Rifle200 m/s200 m/sN/A
LenzBowN/A??? m/sN/A
MK1-ParisBow70 m/s85 m/sN/A
MiterRifle60 m/s60 m/sN/A
Mutalist CernosBow70 m/s85 m/sN/A
Mutalist QuantaRifle100 m/sN/A??? m/s
OgrisLauncherN/A40 m/sN/A
PantheraRifle40 m/sN/AN/A
ParacystRifle??? m/sN/A??? m/s
ParisBow70 m/s85 m/sN/A
Paris PrimeBow70 m/s85 m/sN/A
PentaLauncher20 m/sN/AN/A
Prisma TetraRifle100 m/sN/AN/A
QuantaRifleN/AN/A??? m/s
Quanta VandalRifleN/AN/A??? m/s
Rakta CernosBow100 m/s??? m/sN/A
Secura PentaLauncher25 m/sN/AN/A
SimulorRifle??? m/sN/AN/A
SupraRifle80 m/sN/AN/A
Supra VandalRifle80 m/sN/AN/A
Synoid SimulorRifle??? m/sN/AN/A
Telos BoltorRifle65 m/sN/AN/A
TenoraRifleN/AN/A??? m/s
TetraRifle100 m/sN/AN/A
TonkorLauncher30 m/sN/AN/A
ToridLauncher25 m/sN/AN/A
ZarrLauncher??? m/sN/AN/A
ZhugeBow??? m/sN/AN/A

Name Type Flight Speed Charge Flight Speed Alt-Fire / Special
AcridPistol65 m/sN/AN/A
AkboltoDual Pistols75 m/sN/AN/A
Akbolto PrimeDual Pistols75 m/sN/AN/A
AngstrumPistolN/A150 m/sN/A
BallisticaCrossbowN/A100 m/s100 m/s
Ballistica PrimeCrossbow100 m/s100 m/sN/A
BoltoPistol75 m/sN/AN/A
CastanasThrown30 m/sN/AN/A
CestraPistol100 m/sN/AN/A
DespairThrown70 m/sN/AN/A
Dual CestraDual Pistols100 m/sN/AN/A
Euphona PrimeShotgun Sidearm180 m/sN/AN/A
FusilaiThrown??? m/sN/A??? m/s
HikouThrown70 m/sN/AN/A
Hikou PrimeThrown70 m/sN/AN/A
HystrixPistol??? m/sN/AN/A
KulstarPistol??? m/sN/A??? m/s
KunaiThrown70 m/sN/AN/A
MK1-KunaiThrown70 m/sN/AN/A
PoxThrown??? m/sN/AN/A
Prisma AngstrumPistolN/A150 m/sN/A
Rakta BallisticaCrossbowN/A100 m/s100 m/s
Sancti CastanasThrown30 m/sN/AN/A
Secura Dual CestraDual Pistols100 m/sN/AN/A
SeerPistol200 m/sN/AN/A
SonicorPistol80 m/sN/AN/A
SpiraThrown??? m/sN/AN/A
Spira PrimeThrown70 m/sN/AN/A
StaticorDual Pistols50 m/s??? m/sN/A
StugPistol35 m/s??? m/sN/A
TalonsThrown25 m/sN/AN/A
Telos AkboltoDual Pistols75 m/sN/AN/A
Twin GremlinsDual Pistols65 m/sN/AN/A
TysisPistol75 m/sN/AN/A
ZaktiPistol66 m/sN/AN/A

Name Flight Speed Special
Cerata35 m/sN/A
Glaive20 m/sN/A
Glaive Prime40 m/sN/A
Halikar30 m/sN/A
Kestrel30 m/sN/A
Orvius??? m/sN/A

Info pulled from Module:Weapons/data and build using Module:Weapons

See AlsoEdit