i've noticed there is people claiming to have the best roll on guns who probably haven't even tested these perks or claiming others are bad just because they don't know exactly how they work so i'm gonna try explain as much perks as i know, any feedback on perks i haven't mention will help me edit this post , not mentioning exotics and a few of these perk descriptions are filled in by looking at shop guns
A-O
weapon perks 2 https://www.bungie.net/en/Forum/Post/104447677
accelerated coils:fusion rifle only
reduce charge time
allows you to fire faster which is really useful
armor piercing rounds:
increases impact (not noticeable on gileon's demise)
over penetrate target meaning it shoots through more than one person to hit the person behind (i believe max targets is 2 but more testing is needed to confirm)
their mass slows down weapon handling (i'm sorry i don't notice a diffence)
personal notes, it is good because it has the chance of doubling your damage output the bad thing about this is that against one target it is ineffective
negative doesn't work on shanks, knight walls, devil walkers (spider tank) legs
to be confirmed bosses, hydra shield
cascade:
melee kills increase the reload speed of this weapon for a short time
personal note, useless on mid to long range guns
increase reload for 5 seconds by 1 second
works with a hunters throwing knife
cluster bomb:(rockets only)
rockets create cluster bombs when they detonate
creates 7 or 8 cluster bombs (it is hard to count them) which seems to have a random cluster pattern
these clusters seem to deal around 10% damage each
personal note, not as effective against bosses as i hoped but still a really good perk to take out a wider area of enemies
clown cartridge
reloading this weapon has a chance to grant a larger than normal magazine
the more ammo it carries in a magazine the more this bonus will give
crowd control:
kills with this weapon grants bonus damage for a short time
tested on felwinters lie increases next bullet damage by 12%
crowd control lasts 2 seconds
custom optics:
increases zoom
hardly noticeable on snipers
dark breaker: (raid weapons)
projectives will overpenetrate through hive knight wall of darkness
personal note, good if you have arc burn on
negative only work on knight walls
double down:
on spawn, this weapon occasionally gains additional ammo
wasn't even noticeable
enhanced battery:fusion rifles only
increases magazine size
meh
explosive rounds:
volatile payload explodes on impact, dealing a portion of the weapon's damage in an area
removes 30% damage from direct hits and turns it into explosive
personal note, explosive rounds do not reduce your precision damage or damage you deal
example you deal 404 precision and 202 explosive damage on a hallowed knight but deal 606 precision damage without explosive rounds, people think that it deals less damage because precision hits deal less damage and the direct damage hits the enemy before the bullet causing only the damage which killed the enemy to show so it doesnt show the explosive damage, good for shooting enemies hiding behind walls without taking damage from them or hitting multiple small enemies clustered together
what's negative about this perk is that if an enemy dies from explosive damage it will not activate a precision headshot perk such as outlaw or firefly ( and phantom gift but hive disruptor also cancels this out)
feeding frenzy:
kills with this weapon increase reload speed
effect lasts 2 seconds
tested on plug one(fusion rifle) reduced reload speed by about 1 second counted it in my head so might not be exact
field scout:
maximum ammo capacity
this increases the amount in the magazine and the amount of ammo in reserve
personal note, using field scout an a hand cannon with 12 bullets isn't as effective as using it on a hand cannon with 7 bullets because the max magazine size of a hand cannon is 13
final round:
increased damage of final bullet in the magazine
tested on invective, increased damage by 30%
personal notes, using field scout decreases the effectiveness of this perk, can be used by cancelling the reload of a shotgun after loading the first bullet by pressing melee attack or switching weapons
would like help to confirm if this can be stacked with crowd control as i haven't got a gun with both these perks
firefly:
precision kills with this weapon cause the target to explode
from what i tested it dealt 60% of the damage from the precision kill as explosive damage
personal note, can be chained with armor piercing rounds to cause two firefly explosions which will increase the area of damage and total damage
negative not everything has a precision point, does not work on cursed thralls D= what a shock (read explosive rounds)
fitted stock:
increases weapon stability
personal note, i need to level up my invective to test this perk but you only need this if you hipfire on the invective other shotguns shouldn't need stability because of the low rate of fire
flared magwell:
reload this weapon faster
stacks with first row of perks
bonus differs per gun (only perk im gonna check for this)
personal note, all reloading perks stack so if you have outlaw and flared magwell or any other combo it will make you reload faster
focused fire:
increased damage by 30% but decreases rate of fire around 30% aswel
personal note my favourite auto rifle perk the decrease in fire rate means it needs less stability to be accurate meaning more headshots
full auto:
this weapon can be fired in full auto mode
allows you to hold the trigger instead of pulling it on scout or pulse rifles or shotguns
personal note, it does not increase rate of fire on pulse or scout rifles
glass half full
the bottom half of each magazine gives additional damage
the damage increases the less bullets you have
can't test this perk fully because i don't have a gun with it besides suros but can't be sure if it has the same damage increase
grenades and horsehoes:rockets only
rockets from this weapon will detonate early based on proximity to targets
personal note, if you ask me this is better than tracking because it won't lock onto the wrong target like that thrall standing behind that knight and if they jump behind a wall and then the tracking rocket hits the wall dealing 0 damage to the enemy who jumped behind this will make the rocket explode before it passes the enemy
grenadier:
kills with this weapon reduce the cooldown of your grenade
takes around 6-7 kills to full regain your grenade
tested on silimars wrath while having no discipline on subclass
personal note, would work well on a timars lash because in theory you would be able to throw a grenade every time you need to reload if you got a kill with each bullet
hammer forged:
improves range and accuracy
range increase how far the gun can fire
stacks with the first row of upgrades
personal note, a useless perk on everything besides a shotgun
hand loaded:
this weapon is effective at an extended range
stacks with first row
personal note, only seen it on super good advice and only gives a tiny amount of range bonus
headseeker:
body shots with this weapon increase precision damage for a short time
haven't tested
heavy payload: rockets only
increase warhead blast radius
blast radius increases the area of damage
high caliber rounds
oversize rounds built to stagger targets and leave them reeling
their mass makes a weapon harder to handle(again i don't notice this)
increases the impact stat slightly
personal note, works better on enemies lower or equal level to you, good against cabal shields or to stop knights charging at you
negative is that this perk is useless when the modifier angry is on the daily or weekly's
hip fire:
this weapon has bonus accuracy while firing from the hip
personal note, a noticeable increase to stability on auto rifles while fired from the hip
javelin: (rockets only)
increases warhead velocity
it increases the speed the shell travels at
stacks with first row of perks
personal note, good for catching people by surprise in pvp or too hit that target that before he can teleport out the way( damn vex always dodging my rockets)
lich bane:(raid weapon)
projectives have a chance to disorient hive wizards
i'm not sure the chance of this to work
personal note, good to stop the wizards from shooting at you but kinda bad because it makes them walk backwards more, a similar effect is using a flashbang or suppressor grenade against a wizard
life support
recovering from near death grants additional ammo and briefly increase reload speed
will test when my sniper is leveled up
lightweight:
when held,this weapon grants +2 character agility
this makes you jump higher and run faster
personal note,best perk for running the pit in crota's end
negative if you haven't used this before expect to over jump a few times
luck in the chamber:
one random bullet in the magazine causes considerable bonus damage
tested on felwinter's lie deals around 40% bonus damage
on shotguns reload cancelling doesn't make this like final round
personal note, i did not notice this work 100% of the time i don't know if it was because i have crowd control or if the perk is broken will need more testing to confirm ( tried to stack crowd control and luck in the chamber)
mulligan:
missing a shot has a chance to return ammo directly to the magazine
personal note, 5% chance of working if you miss a shot which makes this a worthless perk
weapon perks 2 https://www.bungie.net/en/Forum/Post/104447677
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Armor piercing rounds on a fusion rifle is absolutely boss.