Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Xantic
Module Class
General Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 1.5s (up to 10 stacks)
Module Capacity: 6
Lv. 1
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 1.4s (up to 10 stacks)
Module Capacity: 7
Lv. 2
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 1.3s (up to 10 stacks)
Module Capacity: 8
Lv. 3
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 1.2s (up to 10 stacks)
Module Capacity: 9
Lv. 4
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 1.1s (up to 10 stacks)
Module Capacity: 10
Lv. 5
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 1s (up to 10 stacks)
Module Capacity: 11
Lv. 6
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.9s (up to 10 stacks)
Module Capacity: 12
Lv. 7
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.8s (up to 10 stacks)
Module Capacity: 13
Lv. 8
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.7s (up to 10 stacks)
Module Capacity: 14
Lv. 9
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.6s (up to 10 stacks)
Module Capacity: 15
Lv. 10
Fire Rate -20%[x]
While pulling the trigger, Fire Rate +4%[x], Recoil -5%[+], and Firearm ATK +6%[x] every 0.5s (up to 10 stacks)
Module Capacity: 16
Tenacious Hunter

Tenacious Hunter

252013022

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Malachite
Module Class
General Rounds
Available Weapon Type
Handgun
Available Descendant
Available Module Slot Type
Lv. 0
Upon reloading, Weak Point Damage increases by +1.25%[x] for 3s.
While the effect is active, each successful weak point attack further increases Weak Point Damage by +1.25%[x] (Up to 20 stacks, Cooldown 25s).
Module Capacity: 6
Lv. 1
Upon reloading, Weak Point Damage increases by +1.43%[x] for 3s.
While the effect is active, each successful weak point attack further increases Weak Point Damage by +1.43%[x] (Up to 20 stacks, Cooldown 24s).
Module Capacity: 7
Lv. 2
Upon reloading, Weak Point Damage increases by +16.2%[x] for 3s.
While the effect is active, each successful weak point attack further increases Weak Point Damage by +16.2%[x] (Up to 20 stacks, Cooldown 23s).
Module Capacity: 8
Lv. 3
Upon reloading, Weak Point Damage increases by +1.87%[x] for 3s.
While the effect is active, each successful weak point attack further increases Weak Point Damage by +1.87%[x] (Up to 20 stacks, Cooldown 22s).
Module Capacity: 9
Lv. 4
Upon reloading, Weak Point Damage increases by +2.17%[x] for 3s.
While the effect is active, each successful weak point attack further increases Weak Point Damage by +2.17%[x] (Up to 20 stacks, Cooldown 21s).
Module Capacity: 10
Lv. 5
Upon reloading, Weak Point Damage increases by +2.5%[x] for 3s.
While the effect is active, each successful weak point attack further increases Weak Point Damage by +2.5%[x] (Up to 20 stacks, Cooldown 20s).
Module Capacity: 11
Lv. 6
Upon reloading, Weak Point Damage increases by +2.9%[x] for 3s.
While the effect is active, each successful weak point attack further increases Weak Point Damage by +2.9%[x] (Up to 20 stacks, Cooldown 19s).
Module Capacity: 12
Lv. 7
Upon reloading, Weak Point Damage increases by +3.32%[x] for 3s.
While the effect is active, each successful weak point attack further increases Weak Point Damage by +3.32%[x] (Up to 20 stacks, Cooldown 18s).
Module Capacity: 13
Lv. 8
Upon reloading, Weak Point Damage increases by +3.79%[x] for 3s.
While the effect is active, each successful weak point attack further increases Weak Point Damage by +3.79%[x] (Up to 20 stacks, Cooldown 17s).
Module Capacity: 14
Lv. 9
Upon reloading, Weak Point Damage increases by +4.34%[x] for 3s.
While the effect is active, each successful weak point attack further increases Weak Point Damage by +4.34%[x] (Up to 20 stacks, Cooldown 16s).
Module Capacity: 15
Lv. 10
Upon reloading, Weak Point Damage increases by +5%[x] for 3s.
While the effect is active, each successful weak point attack further increases Weak Point Damage by +5%[x] (Up to 20 stacks, Cooldown 15s).
Module Capacity: 16
Heat Circulation

Heat Circulation

252013023

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Almandine
Module Class
General Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
When inflicting Burn, Fire ATK +22.4%[x] for 5s (Cooldown 30s)
Module Capacity: 6
Lv. 1
When inflicting Burn, Fire ATK +25.6%[x] for 5s (Cooldown 29s)
Module Capacity: 7
Lv. 2
When inflicting Burn, Fire ATK +29.1%[x] for 5s (Cooldown 28s)
Module Capacity: 8
Lv. 3
When inflicting Burn, Fire ATK +33.5%[x] for 5s (Cooldown 27s)
Module Capacity: 9
Lv. 4
When inflicting Burn, Fire ATK +38.8%[x] for 5s (Cooldown 26s)
Module Capacity: 10
Lv. 5
When inflicting Burn, Fire ATK +44.7%[x] for 5s (Cooldown 25s)
Module Capacity: 11
Lv. 6
When inflicting Burn, Fire ATK +51.9%[x] for 5s (Cooldown 24s)
Module Capacity: 12
Lv. 7
When inflicting Burn, Fire ATK +59.4%[x] for 5s (Cooldown 23s)
Module Capacity: 13
Lv. 8
When inflicting Burn, Fire ATK +68%[x] for 5s (Cooldown 22s)
Module Capacity: 14
Lv. 9
When inflicting Burn, Fire ATK +78%[x] for 5s (Cooldown 21s)
Module Capacity: 15
Lv. 10
When inflicting Burn, Fire ATK +89.6%[x] for 5s (Cooldown 20s)
Module Capacity: 16
Chill Circulation

Chill Circulation

252013024

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Cerulean
Module Class
General Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
When inflicting Frostbite, Chill ATK +22.4%[x] for 5s (Cooldown 30s)
Module Capacity: 6
Lv. 1
When inflicting Frostbite, Chill ATK +25.6%[x] for 5s (Cooldown 29s)
Module Capacity: 7
Lv. 2
When inflicting Frostbite, Chill ATK +29.1%[x] for 5s (Cooldown 28s)
Module Capacity: 8
Lv. 3
When inflicting Frostbite, Chill ATK +33.5%[x] for 5s (Cooldown 27s)
Module Capacity: 9
Lv. 4
When inflicting Frostbite, Chill ATK +38.8%[x] for 5s (Cooldown 26s)
Module Capacity: 10
Lv. 5
When inflicting Frostbite, Chill ATK +44.7%[x] for 5s (Cooldown 25s)
Module Capacity: 11
Lv. 6
When inflicting Frostbite, Chill ATK +51.9%[x] for 5s (Cooldown 24s)
Module Capacity: 12
Lv. 7
When inflicting Frostbite, Chill ATK +59.4%[x] for 5s (Cooldown 23s)
Module Capacity: 13
Lv. 8
When inflicting Frostbite, Chill ATK +68%[x] for 5s (Cooldown 22s)
Module Capacity: 14
Lv. 9
When inflicting Frostbite, Chill ATK +78%[x] for 5s (Cooldown 21s)
Module Capacity: 15
Lv. 10
When inflicting Frostbite, Chill ATK +89.6%[x] for 5s (Cooldown 20s)
Module Capacity: 16
Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Xantic
Module Class
General Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
Upon inflicting Electrocution, Electric ATK +22.4%[x] for 5s (Cooldown 30s).
Module Capacity: 6
Lv. 1
Upon inflicting Electrocution, Electric ATK +25.6%[x] for 5s (Cooldown 29s).
Module Capacity: 7
Lv. 2
Upon inflicting Electrocution, Electric ATK +29.1%[x] for 5s (Cooldown 28s).
Module Capacity: 8
Lv. 3
Upon inflicting Electrocution, Electric ATK +33.5%[x] for 5s (Cooldown 27s).
Module Capacity: 9
Lv. 4
Upon inflicting Electrocution, Electric ATK +38.8%[x] for 5s (Cooldown 26s).
Module Capacity: 10
Lv. 5
Upon inflicting Electrocution, Electric ATK +44.7%[x] for 5s (Cooldown 25s).
Module Capacity: 11
Lv. 6
Upon inflicting Electrocution, Electric ATK +51.9%[x] for 5s (Cooldown 24s).
Module Capacity: 12
Lv. 7
Upon inflicting Electrocution, Electric ATK +59.4%[x] for 5s (Cooldown 23s).
Module Capacity: 13
Lv. 8
Upon inflicting Electrocution, Electric ATK +68%[x] for 5s (Cooldown 22s).
Module Capacity: 14
Lv. 9
Upon inflicting Electrocution, Electric ATK +78%[x] for 5s (Cooldown 21s).
Module Capacity: 15
Lv. 10
Upon inflicting Electrocution, Electric ATK +89.6%[x] for 5s (Cooldown 20s).
Module Capacity: 16
Toxic Circulation

Toxic Circulation

252013026

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Rutile
Module Class
General Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
When inflicting Poison, increases Toxic ATK by 22.4%[x] for 5s (Cooldown 30s).
Module Capacity: 6
Lv. 1
When inflicting Poison, increases Toxic ATK by 25.6%[x] for 5s (Cooldown 29s).
Module Capacity: 7
Lv. 2
When inflicting Poison, increases Toxic ATK by 29.1%[x] for 5s (Cooldown 28s).
Module Capacity: 8
Lv. 3
When inflicting Poison, increases Toxic ATK by 33.5%[x] for 5s (Cooldown 27s).
Module Capacity: 9
Lv. 4
When inflicting Poison, increases Toxic ATK by 38.8%[x] for 5s (Cooldown 26s).
Module Capacity: 10
Lv. 5
When inflicting Poison, increases Toxic ATK by 44.7%[x] for 5s (Cooldown 25s).
Module Capacity: 11
Lv. 6
When inflicting Poison, increases Toxic ATK by 51.9%[x] for 5s (Cooldown 24s).
Module Capacity: 12
Lv. 7
When inflicting Poison, increases Toxic ATK by 59.4%[x] for 5s (Cooldown 23s).
Module Capacity: 13
Lv. 8
When inflicting Poison, increases Toxic ATK by 68%[x] for 5s (Cooldown 22s).
Module Capacity: 14
Lv. 9
When inflicting Poison, increases Toxic ATK by 78%[x] for 5s (Cooldown 21s).
Module Capacity: 15
Lv. 10
When inflicting Poison, increases Toxic ATK by 89.6%[x] for 5s (Cooldown 20s).
Module Capacity: 16
Overwhelm

Overwhelm

252013027

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Malachite
Module Class
General Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
Upon successful Advantage Affinity attack, Weak Point Damage +1%[x] and Advantage Affinity DMG Modifier +1.45%[+] for 5s (Up to 10 stacks, loses 2 stacks on Advantage Affinity attack failure, Cooldown 30s)
Module Capacity: 6
Lv. 1
Upon successful Advantage Affinity attack, Weak Point Damage +1.14%[x] and Advantage Affinity DMG Modifier +1.65%[+] for 5s (Up to 10 stacks, loses 2 stacks on Advantage Affinity attack failure, Cooldown 29s)
Module Capacity: 7
Lv. 2
Upon successful Advantage Affinity attack, Weak Point Damage +1.3%[x] and Advantage Affinity DMG Modifier +1.88%[+] for 5s (Up to 10 stacks, loses 2 stacks on Advantage Affinity attack failure, Cooldown 28s)
Module Capacity: 8
Lv. 3
Upon successful Advantage Affinity attack, Weak Point Damage +1.5%[x] and Advantage Affinity DMG Modifier +2.17%[+] for 5s (Up to 10 stacks, loses 2 stacks on Advantage Affinity attack failure, Cooldown 27s)
Module Capacity: 9
Lv. 4
Upon successful Advantage Affinity attack, Weak Point Damage +1.73%[x] and Advantage Affinity DMG Modifier +2.51%[+] for 5s (Up to 10 stacks, loses 2 stacks on Advantage Affinity attack failure, Cooldown 26s)
Module Capacity: 10
Lv. 5
Upon successful Advantage Affinity attack, Weak Point Damage +2%[x] and Advantage Affinity DMG Modifier +2.9%[+] for 5s (Up to 10 stacks, loses 2 stacks on Advantage Affinity attack failure, Cooldown 25s)
Module Capacity: 11
Lv. 6
Upon successful Advantage Affinity attack, Weak Point Damage +2.31%[x] and Advantage Affinity DMG Modifier +3.36%[+] for 5s (Up to 10 stacks, loses 2 stacks on Advantage Affinity attack failure, Cooldown 24s)
Module Capacity: 12
Lv. 7
Upon successful Advantage Affinity attack, Weak Point Damage +2.65%[x] and Advantage Affinity DMG Modifier +3.85%[+] for 5s (Up to 10 stacks, loses 2 stacks on Advantage Affinity attack failure, Cooldown 23s)
Module Capacity: 13
Lv. 8
Upon successful Advantage Affinity attack, Weak Point Damage +3.03%[x] and Advantage Affinity DMG Modifier +4.41%[+] for 5s (Up to 10 stacks, loses 2 stacks on Advantage Affinity attack failure, Cooldown 22s)
Module Capacity: 14
Lv. 9
Upon successful Advantage Affinity attack, Weak Point Damage +3.47%[x] and Advantage Affinity DMG Modifier +5.05%[+] for 5s (Up to 10 stacks, loses 2 stacks on Advantage Affinity attack failure, Cooldown 21s)
Module Capacity: 15
Lv. 10
Upon successful Advantage Affinity attack, Weak Point Damage +4%[x] and Advantage Affinity DMG Modifier +5.81%[+] for 5s (Up to 10 stacks, loses 2 stacks on Advantage Affinity attack failure, Cooldown 20s)
Module Capacity: 16
Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Malachite
Module Class
General Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
Upon successful Weak Point attack, Weak Point Damage +1.12%[x] for 5s (Up to 20 stacks, Cooldown 25s)
While the effect is active, each failed Weak Point attack reduces Firearm ATK by 0.49%[x] (Up to 20 stacks)
Module Capacity: 6
Lv. 1
Upon successful Weak Point attack, Weak Point Damage +1.29%[x] for 5s (Up to 20 stacks, Cooldown 24s)
While the effect is active, each failed Weak Point attack reduces Firearm ATK by 0.55%[x] (Up to 20 stacks)
Module Capacity: 7
Lv. 2
Upon successful Weak Point attack, Weak Point Damage +1.46%[x] for 5s (Up to 20 stacks, Cooldown 23s)
While the effect is active, each failed Weak Point attack reduces Firearm ATK by 0.63%[x] (Up to 20 stacks)
Module Capacity: 8
Lv. 3
Upon successful Weak Point attack, Weak Point Damage +1.69%[x] for 5s (Up to 20 stacks, Cooldown 22s)
While the effect is active, each failed Weak Point attack reduces Firearm ATK by 0.73%[x] (Up to 20 stacks)
Module Capacity: 9
Lv. 4
Upon successful Weak Point attack, Weak Point Damage +1.95%[x] for 5s (Up to 20 stacks, Cooldown 21s)
While the effect is active, each failed Weak Point attack reduces Firearm ATK by 0.85%[x] (Up to 20 stacks)
Module Capacity: 10
Lv. 5
Upon successful Weak Point attack, Weak Point Damage +2.25%[x] for 5s (Up to 20 stacks, Cooldown 20s)
While the effect is active, each failed Weak Point attack reduces Firearm ATK by 0.97%[x] (Up to 20 stacks)
Module Capacity: 11
Lv. 6
Upon successful Weak Point attack, Weak Point Damage +2.61%[x] for 5s (Up to 20 stacks, Cooldown 19s)
While the effect is active, each failed Weak Point attack reduces Firearm ATK by 1.12%[x] (Up to 20 stacks)
Module Capacity: 12
Lv. 7
Upon successful Weak Point attack, Weak Point Damage +2.99%[x] for 5s (Up to 20 stacks, Cooldown 18s)
While the effect is active, each failed Weak Point attack reduces Firearm ATK by 1.29%[x] (Up to 20 stacks)
Module Capacity: 13
Lv. 8
Upon successful Weak Point attack, Weak Point Damage +3.4%[x] for 5s (Up to 20 stacks, Cooldown 17s)
While the effect is active, each failed Weak Point attack reduces Firearm ATK by 1.48%[x] (Up to 20 stacks)
Module Capacity: 14
Lv. 9
Upon successful Weak Point attack, Weak Point Damage +3.92%[x] for 5s (Up to 20 stacks, Cooldown 16s)
While the effect is active, each failed Weak Point attack reduces Firearm ATK by 1.7%[x] (Up to 20 stacks)
Module Capacity: 15
Lv. 10
Upon successful Weak Point attack, Weak Point Damage +4.5%[x] for 5s (Up to 20 stacks, Cooldown 15s)
While the effect is active, each failed Weak Point attack reduces Firearm ATK by 1.95%[x] (Up to 20 stacks)
Module Capacity: 16
Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Rutile
Module Class
General Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
On hitting Weak Points, Multi-Hit Chance +1.4%[+] for 5s (Up to 10 stacks, -2 stacks per failed Weak Point Attack)
Module Capacity: 6
Lv. 1
On hitting Weak Points, Multi-Hit Chance +1.6%[+] for 5s (Up to 10 stacks, -2 stacks per failed Weak Point Attack)
Module Capacity: 7
Lv. 2
On hitting Weak Points, Multi-Hit Chance +1.8%[+] for 5s (Up to 10 stacks, -2 stacks per failed Weak Point Attack)
Module Capacity: 8
Lv. 3
On hitting Weak Points, Multi-Hit Chance +2.1%[+] for 5s (Up to 10 stacks, -2 stacks per failed Weak Point Attack)
Module Capacity: 9
Lv. 4
On hitting Weak Points, Multi-Hit Chance +2.5%[+] for 5s (Up to 10 stacks, -2 stacks per failed Weak Point Attack)
Module Capacity: 10
Lv. 5
On hitting Weak Points, Multi-Hit Chance +2.8%[+] for 5s (Up to 10 stacks, -2 stacks per failed Weak Point Attack)
Module Capacity: 11
Lv. 6
On hitting Weak Points, Multi-Hit Chance +3.3%[+] for 5s (Up to 10 stacks, -2 stacks per failed Weak Point Attack)
Module Capacity: 12
Lv. 7
On hitting Weak Points, Multi-Hit Chance +3.8%[+] for 5s (Up to 10 stacks, -2 stacks per failed Weak Point Attack)
Module Capacity: 13
Lv. 8
On hitting Weak Points, Multi-Hit Chance +4.3%[+] for 5s (Up to 10 stacks, -2 stacks per failed Weak Point Attack)
Module Capacity: 14
Lv. 9
On hitting Weak Points, Multi-Hit Chance +5%[+] for 5s (Up to 10 stacks, -2 stacks per failed Weak Point Attack)
Module Capacity: 15
Lv. 10
On hitting Weak Points, Multi-Hit Chance +5.7%[+] for 5s (Up to 10 stacks, -2 stacks per failed Weak Point Attack)
Module Capacity: 16
Multi-Bullet

Multi-Bullet

252013030

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Rutile
Module Class
General Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
On landing multi-Hit, Multi-Hit Damage +1.3%[x] for 3s (Up to 3 stacks) and inflicts Deep Wounds on the target hit.
Deep Wounds deals damage equal to 0.8%[x] of Firearm DMG at regular intervals for 3s (Up to 3 stacks)
Module Capacity: 6
Lv. 1
On landing multi-Hit, Multi-Hit Damage +1.7%[x] for 3s (Up to 3 stacks) and inflicts Deep Wounds on the target hit.
Deep Wounds deals damage equal to 1%[x] of Firearm DMG at regular intervals for 3s (Up to 3 stacks)
Module Capacity: 7
Lv. 2
On landing multi-Hit, Multi-Hit Damage +2.19%[x] for 3s (Up to 3 stacks) and inflicts Deep Wounds on the target hit.
Deep Wounds deals damage equal to 1.3%[x] of Firearm DMG at regular intervals for 3s (Up to 3 stacks)
Module Capacity: 8
Lv. 3
On landing multi-Hit, Multi-Hit Damage +2.9%[x] for 3s (Up to 3 stacks) and inflicts Deep Wounds on the target hit.
Deep Wounds deals damage equal to 1.79%[x] of Firearm DMG at regular intervals for 3s (Up to 3 stacks)
Module Capacity: 9
Lv. 4
On landing multi-Hit, Multi-Hit Damage +3.8%[x] for 3s (Up to 3 stacks) and inflicts Deep Wounds on the target hit.
Deep Wounds deals damage equal to 2.29%[x] of Firearm DMG at regular intervals for 3s (Up to 3 stacks)
Module Capacity: 10
Lv. 5
On landing multi-Hit, Multi-Hit Damage +5%[x] for 3s (Up to 3 stacks) and inflicts Deep Wounds on the target hit.
Deep Wounds deals damage equal to 3%[x] of Firearm DMG at regular intervals for 3s (Up to 3 stacks)
Module Capacity: 11
Multi-Sights

Multi-Sights

252013031

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Rutile
Module Class
General Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
When using a Singular Skill, has a 50% chance for Firearm ATK +1%[x] for 15s. When using a Fusion Skill, has a 50% chance for Multi-Hit Damage +3.5%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 6
Lv. 1
When using a Singular Skill, has a 55% chance for Firearm ATK +1.3%[x] for 15s. When using a Fusion Skill, has a 55% chance for Multi-Hit Damage +4.59%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 7
Lv. 2
When using a Singular Skill, has a 63% chance for Firearm ATK +1.79%[x] for 15s. When using a Fusion Skill, has a 63% chance for Multi-Hit Damage +6.2%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 8
Lv. 3
When using a Singular Skill, has a 72% chance for Firearm ATK +2.29%[x] for 15s. When using a Fusion Skill, has a 72% chance for Multi-Hit Damage +8.2%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 9
Lv. 4
When using a Singular Skill, has a 85% chance for Firearm ATK +3.1%[x] for 15s. When using a Fusion Skill, has a 85% chance for Multi-Hit Damage +10.7%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 10
Lv. 5
When using a Singular Skill, has a 100% chance for Firearm ATK +4%[x] for 15s. When using a Fusion Skill, has a 100% chance for Multi-Hit Damage +14%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 11
Multi-Processor

Multi-Processor

252013032

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Almandine
Module Class
General Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
When using a Dimension Skill, has a 50% chance for Weak Point Damage +0.8%[x] for 15s. When using a Tech Skill, has a 50% chance for Firearm Critical Hit Damage +2%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 6
Lv. 1
When using a Dimension Skill, has a 55% chance for Weak Point Damage +1%[x] for 15s. When using a Tech Skill, has a 55% chance for Firearm Critical Hit Damage +2.6%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 7
Lv. 2
When using a Dimension Skill, has a 63% chance for Weak Point Damage +1.3%[x] for 15s. When using a Tech Skill, has a 63% chance for Firearm Critical Hit Damage +3.5%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 8
Lv. 3
When using a Dimension Skill, has a 72% chance for Weak Point Damage +1.79%[x] for 15s. When using a Tech Skill, has a 72% chance for Firearm Critical Hit Damage +4.7%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 9
Lv. 4
When using a Dimension Skill, has a 85% chance for Weak Point Damage +2.29%[x] for 15s. When using a Tech Skill, has a 85% chance for Firearm Critical Hit Damage +6.1%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 10
Lv. 5
When using a Dimension Skill, has a 100% chance for Weak Point Damage +3%[x] for 15s. When using a Tech Skill, has a 100% chance for Firearm Critical Hit Damage +8%[x] for 15s (Up to 3 stacks, these effects are stackable)
Module Capacity: 11