Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Malachite
Module Class
Impact Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
On Weak Point hit, Weak Point Damage +35%[x] (Cooldown 15s)
Module Capacity: 6
Lv. 1
On Weak Point hit, Weak Point Damage +39.9%[x] (Cooldown 14s)
Module Capacity: 7
Lv. 2
On Weak Point hit, Weak Point Damage +45.4%[x] (Cooldown 13s)
Module Capacity: 8
Lv. 3
On Weak Point hit, Weak Point Damage +52.3%[x] (Cooldown 12s)
Module Capacity: 9
Lv. 4
On Weak Point hit, Weak Point Damage +60.6%[x] (Cooldown 11s)
Module Capacity: 10
Lv. 5
On Weak Point hit, Weak Point Damage +69.89%[x] (Cooldown 10s)
Module Capacity: 11
Lv. 6
On Weak Point hit, Weak Point Damage +81.1%[x] (Cooldown 9s)
Module Capacity: 12
Lv. 7
On Weak Point hit, Weak Point Damage +92.9%[x] (Cooldown 8s)
Module Capacity: 13
Lv. 8
On Weak Point hit, Weak Point Damage +106.2%[x] (Cooldown 7s)
Module Capacity: 14
Lv. 9
On Weak Point hit, Weak Point Damage +121.8%[x] (Cooldown 6s)
Module Capacity: 15
Lv. 10
On Weak Point hit, Weak Point Damage +140%[x] (Cooldown 5s)
Module Capacity: 16
Special Sight

Special Sight

252033013

Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Malachite
Module Class
Impact Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
Movement Speed while Aiming -8%[x], Weak Point Damage When Aiming +8%[x]
Module Capacity: 6
Lv. 1
Movement Speed while Aiming -9.2%[x], Weak Point Damage When Aiming +9.19%[x]
Module Capacity: 7
Lv. 2
Movement Speed while Aiming -10.5%[x], Weak Point Damage When Aiming +10.5%[x]
Module Capacity: 8
Lv. 3
Movement Speed while Aiming -12.2%[x], Weak Point Damage When Aiming +12.2%[x]
Module Capacity: 9
Lv. 4
Movement Speed while Aiming -14.2%[x], Weak Point Damage When Aiming +14.2%[x]
Module Capacity: 10
Lv. 5
Movement Speed while Aiming -16.61%[x], Weak Point Damage When Aiming +16.6%[x]
Module Capacity: 11
Lv. 6
Movement Speed while Aiming -19.3%[x], Weak Point Damage When Aiming +19.3%[x]
Module Capacity: 12
Lv. 7
Movement Speed while Aiming -22.3%[x], Weak Point Damage When Aiming +22.3%[x]
Module Capacity: 13
Lv. 8
Movement Speed while Aiming -25.8%[x], Weak Point Damage When Aiming +25.8%[x]
Module Capacity: 14
Lv. 9
Movement Speed while Aiming -30%[x], Weak Point Damage When Aiming +30%[x]
Module Capacity: 15
Payout

Payout

252033015

Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Xantic
Module Class
Impact Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 25s)
Module Capacity: 5
Lv. 1
When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 24s)
Module Capacity: 6
Lv. 2
When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 23s)
Module Capacity: 7
Lv. 3
When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 22s)
Module Capacity: 8
Lv. 4
When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 21s)
Module Capacity: 9
Lv. 5
When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 20s)
Module Capacity: 10
Lv. 6
When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 19s)
Module Capacity: 11
Lv. 7
When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 18s)
Module Capacity: 12
Lv. 8
When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 17s)
Module Capacity: 13
Lv. 9
When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 16s)
Module Capacity: 14
Lv. 10
When landing a Firearm Weak Point Attack, rounds are not consumed for 3s (Cooldown 15s)
Module Capacity: 15
Defense Master

Defense Master

252033017

Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Rutile
Module Class
Impact Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
When defeating an enemy, DEF +128.29%[x] for 10s (Cooldown 25s)
Module Capacity: 6
Lv. 1
When defeating an enemy, DEF +128.29%[x] for 10s (Cooldown 24s)
Module Capacity: 7
Lv. 2
When defeating an enemy, DEF +128.29%[x] for 10s (Cooldown 23s)
Module Capacity: 8
Lv. 3
When defeating an enemy, DEF +128.29%[x] for 10s (Cooldown 22s)
Module Capacity: 9
Lv. 4
When defeating an enemy, DEF +128.29%[x] for 10s (Cooldown 21s)
Module Capacity: 10
Lv. 5
When defeating an enemy, DEF +128.29%[x] for 10s (Cooldown 20s)
Module Capacity: 11
Lv. 6
When defeating an enemy, DEF +128.29%[x] for 10s (Cooldown 19s)
Module Capacity: 12
Lv. 7
When defeating an enemy, DEF +128.29%[x] for 10s (Cooldown 18s)
Module Capacity: 13
Lv. 8
When defeating an enemy, DEF +128.29%[x] for 10s (Cooldown 17s)
Module Capacity: 14
Lv. 9
When defeating an enemy, DEF +128.29%[x] for 10s (Cooldown 16s)
Module Capacity: 15
Lv. 10
When defeating an enemy, DEF +128.29%[x] for 10s (Cooldown 15s)
Module Capacity: 16
Lethal Finish

Lethal Finish

252033020

Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Almandine
Module Class
Impact Rounds
Available Weapon Type
Available Descendant
Available Module Slot Type
Lv. 0
When firing a firearm, Critical Hit Rate +30%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -10s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 6
Lv. 1
When firing a firearm, Critical Hit Rate +30.6%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -10.2s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 7
Lv. 2
When firing a firearm, Critical Hit Rate +31.4%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -10.5s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 8
Lv. 3
When firing a firearm, Critical Hit Rate +32.5%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -10.7s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 9
Lv. 4
When firing a firearm, Critical Hit Rate +34.2%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -11s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 10
Lv. 5
When firing a firearm, Critical Hit Rate +36.5%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -11.2s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 11
Lv. 6
When firing a firearm, Critical Hit Rate +39.3%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -11.4s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 12
Lv. 7
When firing a firearm, Critical Hit Rate +43%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -11.7s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 13
Lv. 8
When firing a firearm, Critical Hit Rate +47.5%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -11.9s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 14
Lv. 9
When firing a firearm, Critical Hit Rate +53.2%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -12.2s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 15
Lv. 10
When firing a firearm, Critical Hit Rate +60%[+] (Cooldown 15s).
When defeating an enemy with the enhanced bullets, module cooldown is -12.4s.
However, the firearm's base Weak Point Damage is fixed at 100%
Module Capacity: 16
Module Type
Special Mod
Module Tier
Tier3
Module Socket Type
Xantic
Module Class
Impact 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 0.8s (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 0.76s (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 0.72s (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 0.68s (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 0.64s (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 0.6s (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 0.56s (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 0.52s (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 0.48s (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 0.44s (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 0.4s (up to 10 stacks)
Module Capacity: 16
Heat Circulation

Heat Circulation

252033022

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Almandine
Module Class
Impact 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

252033023

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Cerulean
Module Class
Impact 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
Impact 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

252033025

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Rutile
Module Class
Impact 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

252033026

Module Type
Battle Proficiency
Module Tier
Tier3
Module Socket Type
Malachite
Module Class
Impact 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
Impact 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