Archetype specific damage changes (impacts both PvE and PvP gameplay) Rapid-Fire Pulse Rifles now deal 14/23.8 base/precision damage (Previously 13/21.4) High Impact Pulse Rifles now deal 21/33.6 base/precision damage (Previously 20/32) Scout Rifles PvE damage increased between +36% and +18% depending on combatant rank Sidearms PvE damage increased to minor and major combatants by 16% Sniper Rifles PvE damage increased by +47% against minor enemies, +20% for others Exotic sniper rifle perk damage bonuses have been modified to compensate for this change and they will not receive the full benefits as a result Submachineguns PvE damage increased by 22.5% against minor/major combatants Aggressive Frame Removed the intrinsic effect of "Deals bonus damage at close range." This bonus was 10%, but was unintentionally always active The bonus damage has been moved to the base damage for 750 RPM Submachineguns, resulting in no damage change As a result, Tarrabah and The Huckleberry gain 10% damage in both PvE and PvP Sweet Business Increased magazine size from 100 to 150.
Reduced the effect the range stat has on damage range falloff (effective range) for this weapon archetype Machine Guns PvE damage against minor enemies increased by 25% Increased the effects of damage range falloff on this weapon archetype Pulse Rifles PvE damage against minor enemies increased by 28% Increased the effects of damage range falloff on this weapon archetype. Any mods you have in your inventory will be converted to unlocks Auto Rifles PvE damage increased between +30% and +25% depending on combatant rank Bows PvE damage increased by +31% against minor enemies, and +26% against major enemies Fixed an issue where bow draw times were displayed incorrectly in the inspection screen Hand Cannons PvE damage against minor enemies increased by 30% Lightweight and Adaptive hand cannons use a new firing animation while aiming down sights This change was made to increase weapon accuracy when firing these weapons as fast as possible Ex: Currently, players can shoot faster than the recoil animation of 140/150 archetypes – so while the handcannon looks to have fully reset from recoil, the following projectile will be shot as if the weapon was still in a recoiled state. TWAB shit: Weapon mods are now treated as reusable unlocks instead of consumables.