Community Research
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
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).