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КИНЕТИЧЕСКАЯ ДРОЖЬ

Стандартный / Trait

При длительном нанесении цели кинетического урона возникает ударная волна, поражающая все ближайшие цели.

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Scoring multiple Direct Hits against a target within 3 seconds of each emits 3 damaging shockwaves from its location at the time of activation. Hit counter persists through stow.

Shockwaves appear 0.25 seconds after scoring enough Hits and have a 1 second delay between each pulse. With Bows, the initial delay is decreased to 0.167 seconds.

Each shockwave deals up to 90 [PVP: 20] damage in a 5? meter radius. Shockwaves deal 33.33% more damage when activated on Miniboss or higher tier PvE Combatants.

Shockwaves inherit Weapon Damage Buffs (certain weapon perks' damage buffs are not inherited), the weapon's passive Kinetic Damage Bonus in PVE (10% on Primary, 15% on Special), and its Combatant Damage Scaling . They also count as non-direct Hits with the weapon for other interactions.

The perk cannot be retriggered by anyone on a target until 2? seconds after the last shockwave.

Hits Required for Activation:
• Submachine Guns: 14
• Auto Rifles: 12
• Pulse Rifles: 11
• Non-burst Sidearms: 8
• Hand Cannons, Scout Rifles: 6
• Bows, Sniper Rifles: 3
Last Updated 2025-02-03
 
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Season 20 Icon
5
Not listed in the description at the time of this writing, but Buzzard (300RPM adaptive sidearm) procs KT in twelve shots.

Overall a super cool perk. Recommend it if you're trying to slowly make your way through a GM or other hard PVE activity that, due to champ mods or range considerations or whatever, calls for bringing one of the very few weapons it currently rolls on (two scouts, a pulse, and a sidearm). If you're struggling to do certain Legend/Master Lost Sectors, grabbing a Hung Jury, Nameless Midnight, or Battle Scar with it will make chipping down beefy enemies just a little bit faster--proc the explosions, hide, reload, repeat. Buzzard being slow to proc it is unfortunate for that gun, but having a perk at all that can mitigate the range weakness of sidearms goes a long way towards justifying bringing one into PVE, which is something I don't think I've ever seen recommended for actual challenging content (been around since S15).
5
Reply      Report Posted 2 years ago
Season 20 Icon
4
Absolutely 5 stars on a scout or pulse. The easy to proc free damage makes it a top tier perk in any PvE content for me- it’s almost like a better kinetic dragonfly.

On a sidearm however, it feels way too demanding to activate to be worth it - twelve shots as apposed to scouts 6 and pulses 12 (each bullet in a burst counts).
4
Reply      Report Posted 2 years ago
Season 20 Icon
2
Far better than the other crowd control perks on Kinetic Weapons but do not expect this perk to proc that often on any content that is below legend difficulty.
2
Reply      Report Posted 2 years ago
Season 21 Icon
2
6 shots to activate on hand cannon. I'm not sure I'd be using a HC in much of anything I'd need more than six shots with. Pulse and scout fit it much better.
2
Reply      Report Posted 2 years ago
Season 24 Icon
-1
HATE this perk, yet everyone bangs on about it. I get the reason for it, but the way it works is awful. 3 bursts of explosions, but when the first blows up the target gets pushed away from the remaining 2, so they don't land or do damage. It's atrocious and useless. "It's for GMs and champions". Well most guns take so long to proc it, the champion just throws up the shield anyway or just keeps moving because hur hur, the explosions go off behind them not on them.
-1
Reply      Report Posted 7 months ago