Welcome to “The First Descendant: The Secret Life of Weapons” guide. In this article, you will uncover hidden weapon traits that are crucial for successful gameplay, along with other important information. Don’t miss out on learning the full story of your weapons in this guide.
Disclaimers
- Values stated in this guide are primarily based on Laboratory testing in game version 1.1.3, so subsequent balance updates may render these values inaccurate for some weapons.
- Ultimate Weapon hidden stat data availability is contingent on my own ability to acquire these weapons, and I only started playing after the start of Season 1. As a result, I will not be able to provide hidden stats for weapons which are no longer obtainable as of Season 1, such as Sigvore’s Proof, and it may be some time before I can add data for Hard Mode Colossus exclusive weapons such as Peace Maker and the upcoming Frost Watcher.
Hidden Stat: Recoil
- Weapon Name (Rarity): [Vertical Recoil] / [Horizontal Recoil]
Handguns
- Hungry Hound (Standard): Medium / Low
- Millennium Frost (Rare): Low / Low
- New Beginning (Rare): Low / Medium
- Red Wolf (Rare): Low / Medium
- Rose of Aisha (Rare): Low / Medium
- The Final Masterpiece (Ultimate): Low / Low
- The Last Dagger (Ultimate): Low / Medium (before Unique Ability)
Assault Rifles
- Ominous Hound (Standard): Medium / Medium
- Caligo’s Horn (Rare): Low / Medium
- Eternal Willpower (Rare): High / Low
- Magnus AA (Rare): Low / Low
- Phantom Pain (Rare): Medium / High
- Divine Punishment (Ultimate): Medium / Medium
- EXCAVA (Ultimate): Low / Medium
- Fallen Hope (Ultimate): Medium / Medium
Submachine Guns
- Albinism (Standard): Low / Low
- Alter Ego (Rare): Medium / Medium
- Blue Blood Bloomer (Rare): Medium / Low
- Devil’s Call (Rare): Medium / Medium
- Firefly (Rare): Low / Medium
- Python (Ultimate): Medium / Medium (before Unique Ability)
- Thunder Cage (Ultimate): Medium / Medium
Machine Guns
- Cygnus (Standard): Low / Medium
- Lion of Blue Mane (Rare): Medium / Medium
- Rascal V-51 (Rare): High / Medium
- Tamer (Rare): High / Medium
- Unfinished Study (Rare): Medium / Medium
- Albion Cavalry Gun (Ultimate): TBA
- Enduring Legacy (Ultimate): TBA
Beam Rifles
- Moon Fragment (Standard): Medium / Medium
- Burning 44 (Rare): High / Low
- Dimensional Bridge (Rare): Medium / Low
- Dogma 21 (Rare): High / None
- Clairvoyance (Ultimate): TBA
- King’s Guard Lance (Ultimate): TBA
Tactical Rifles
- Red Eye (Standard): Medium / Low
- Detachment (Rare): Low / Low
- The Unwelcomed (Rare): High / Low
- Viper (Rare): Medium / Low
- Young Noble’s Ambition (Rare): Low / Low
- Greg’s Reversed Fate (Ultimate): TBA
- Secret Garden (Ultimate): TBA
Hand Cannons
- Burning Hound (Standard): Medium / Low
- Assassin’s Edge (Rare): Medium / Medium
- Explorer’s Path (Rare): Medium / Low
- Immediate Execution (Rare): Low / Low
- Nazeistra’s Devotion (Ultimate): TBA
- Peace Maker (Ultimate): TBA
- Perforator (Ultimate): TBA
Scout Rifles
- Nightmare Hound (Standard): High / Low
- Hero’s Scar (Rare): Low / Medium
- Sonic Co-op (Rare): Low / Low
- Silly Weeper (Rare): Low / Low
- The Age of Innovation (Rare): Medium / Medium
- Blue Beetle (Ultimate): TBA
- Wave of Light (Ultimate): TBA
Shotguns
- Gangster (Standard): High / Low
- Fireworks (Rare): Low / Low
- In a Blink (Rare): Medium / Low
- Subconsciousness (Rare): Medium / Low
- The Last Knight (Rare): Medium / Low
- Executor (Ultimate): TBA
- Smithereens (Ultimate): TBA
Sniper Rifles
- Recipient Unknown (Standard): High / None
- Belief (Rare): Medium / High
- Different Dream (Rare): Low / Medium
- Forest Gaze (Rare): Medium / Low
- Supermoon Z-15 (Rare): Low / Low
- Afterglow Sword (Ultimate): TBA
- Piercing Light (Ultimate): TBA
Launchers
TBA
Weapon Type-Specific Hidden Stats
Launchers fire explosive projectiles which, unlike the bullets of other weapons, are affected by gravity and move at a finite speed. For the purposes of this guide, gravity is qualified based on how far away a Launcher’s projectile lands when the Launcher is fired at a fixed angle — shorter impact distances indicate a higher gravity value.
- Weapon Name (Rarity): [Projectile Speed] / [Gravity]
- Tamed Beast (Standard): Medium / High
- Death Roar (Rare): Medium / High
- Guardian R4 (Rare): High / Medium
- Lightspeed Barrel (Rare): Medium / Medium
- Vestigial Organ (Rare): Low / Low
- Restored Relic (Ultimate): TBA
- Sigvore’s Proof (Ultimate): [Data not available]
While all Tactical Rifles fire at least 2 bullets per pull of the trigger, the actual number of bullets fired per burst is not disclosed as an in-game sheet stat. Though weapon use will disclose this trait naturally (making it more of an open secret than a true hidden stat), it is documented here anyway for ease of reference.
- Red Eye (Standard): 3 bullets per burst
- Detachment (Rare): 3 bullets per burst
- The Unwelcomed (Rare): 3 bullets per burst
- Viper (Rare): 5 bullets per burst
- Young Noble’s Ambition (Rare): 3 bullets per burst
- Greg’s Reversed Fate (Ultimate): 2 bullets per burst
- Secret Garden (Ultimate): TBA
Beam Rifles gain charge as they deal continuous damage to monsters, but lose charge whenever they are not dealing damage — this mechanic occurs independently of the weapon’s RPM stat, and charge gain and loss rates are the same by default. While modifiers to charge rate from Superconductivity Charge (Module) and Clairvoyance’s Unique Ability (below max ability level) show up on the in-game stat sheet, the base values to which they apply are a hidden stat.
- Moon Fragment (Standard): 2 charge stages per second
- Burning 44 (Rare): 1 charge stage per second
- Dimensional Bridge (Rare): 1 charge stage per 1.5 seconds
- Dogma 21 (Rare): 1 charge stage per 1.5 seconds
- Clairvoyance (Ultimate): TBA
- King’s Guard Lance (Ultimate): TBA
Beam Rifles gain a damage multiplier to their Firearm ATK for every stage above Level 1 (uncharged) that they attain via charging, stacking additively with itself (up to 2 stacks at a Level 3 charge maximum) but multiplying with other mechanics that increase Firearm ATK. (Attribute ATK, including bonus Attribute ATK from elemental Enhancement Modules, is entirely unaffected by this mechanic.)
- Moon Fragment (Standard): +0.2x Firearm ATK per stage (1.4x net multiplier @ Level 3)
- Burning 44 (Rare): +0.15x Firearm ATK per stage (1.3x net multiplier @ Level 3)
- Dimensional Bridge (Rare): +0.75x Firearm ATK per stage (2.5x net multiplier @ Level 3)
- Dogma 21 (Rare): +0.1x Firearm ATK per stage (1.2x net multiplier @ Level 3)
- Clairvoyance (Ultimate): TBA
- King’s Guard Lance (Ultimate): TBA
Certain types of shotguns reload their rounds one at a time, with the in-game listed Reload Time representing the combination of 1 round loading animation and a post-reload pump animation (which can be skipped by firing after the round is loaded). While the Reload Time Modifiers that affect load time per round, scaling it by a factor of 1 / (1 + Reload Time Mod/100%), are displayed in-game, the base load times themselves are a hidden stat.
- Gangster (Standard): 0.50 seconds per round
- In a Blink (Rare): 0.50 seconds per round
- Subconsciousness (Rare): 0.35 seconds per round
More 1: How to Reproduce TFD’s DPS Calculations
Compute raw DPS by multiplying the sum of listed Firearm ATK (multiplied by any present Firearm ATK options) and any present Attribute ATK options by the listed RPM, then dividing by 60 to convert damage per minute to DPS.
Raw DPS = ( (Firearm ATK * (1 + Firearm ATK Option/100%) ) + Attribute ATK Option) * RPM / 60
For Shotguns specifically, also multiply the result by Shell Capacity to account for their multishot mechanics.
Augment raw DPS based on the weapon’s critical hit stats with options added in, accounting for the fact that some shots will deal more damage than standard.
Crit DPS = Raw DPS * (1 + ( Net Crit Rate * (Net Crit DMG – 1) ) ), where
Net Crit Rate = Base Crit Rate * (1 + Crit Rate Option / 100%) and
Net Crit DMG = Base Crit DMG * (1 + Crit DMG Option / 100%).
Modify crit DPS by a factor equal to the ratio of the time spent firing 1 full magazine (Net Magazine / RPM) to the sum of the time spent firing the magazine and the time spent reloading that magazine ( (Net Magazine / RPM) + (Reload / 60) ), accounting for the fact that DPS is zero while reloading. For this calculation, use the in-game Reload Time value, not the total load time for a full magazine, for single-load Shotguns.
Sustain DPS = Raw DPS * (Net Magazine / RPM) / ( (Net Magazine / RPM) + (Reload / 60) ), where
Net Magazine = Magazine * (1 + (Rounds Per Magazine Option) / 100%)
For reasons not entirely known at this time (maybe an in-game attempt to factor in damage reduction from DEF and neutral Attribute Resistance at monster level 0?), out-of-game calculated sustain DPS is consistently higher than the DPS shown in-game, so divide sustain DPS by an empirical correction factor to obtain a final reproduction of in-game DPS.
Final DPS = Sustain DPS / 1.087
Now let’s use this process on the Unfinished Study shown earlier.
Pertinent Stats:
- Firearm ATK: 11736 (Firearm ATK Option: 11.9%)
- Attribute ATK Option: 1174 (Electric)
- Rounds per Magazine: 125
- RPM: 545
- Reload: 3.01
- Base Crit Rate: .03 (3%)
- Base Crit DMG: 1.50x
Step 1: Raw DPS = ( (11736 * (1 + 11.9%/100%) ) + 1174 ) * 545 / 60
~= 129951.4713
Step 2: Crit DPS = 129951.4173 * (1 + (.03 * (1.50 – 1) ) )
~= 131900.7434
Step 3: Sustain DPS = 131900.7434 * (125 / 545) / ( (125 / 545) + (3.01 / 60) )
~= 108228.3231
Final Step: Final DPS = 108228.3231 / 1.087
~= 99566, which is very close to the in-game 99639 (<0.1% error)
- Due to precision limitations on the values shown in-game, in-game calculations (using exact values) and out-of-game calculations (using rounded values) will disagree slightly. However, they should be within ~1% of each other if done correctly.
- Inventory Hover DPS does not account for bonus damage from faction damage options, weak point damage, or Ultimate Weapons’ temporary/conditional effects. It also does not account for Beam Rifle charge stages or reload mechanics specific to single-load Shotguns (load time per round and post-load animation canceling).
Compute raw DPS by multiplying the sum of Firearm ATK (multiplied by any present Firearm ATK options/Modules) and any present Attribute ATK options (multiplied by any matching non-Enhancement Attribute ATK Module effects) by RPM, then dividing by 60 to convert damage per minute to DPS.
Raw DPS = ( (Firearm ATK * (1 + Firearm ATK Option/100% + Firearm ATK Mod/100%) ) + (Attribute ATK Option * (1 + Attribute ATK Mod/100%) ) * Net RPM / 60, where
Net RPM = Base RPM / (1 – Fire Rate Mod / 100%)
For Shotguns specifically, also multiply the result by (Shell Capacity * (1 + Shell Capacity Mod / 100%) ) to account for their unique multishot mechanics.
Augment raw DPS based on the weapon’s critical hit stats with options and Modules added in, accounting for the fact that some shots will deal more damage than usual.
Crit DPS = Raw DPS * (1 + ( Net Crit Rate * (Net Crit DMG – 1) ) ), where
Net Crit Rate = Base Crit Rate * (1 + Crit Rate Option / 100% + Crit Rate Mod / 100%) and
Net Crit DMG = Base Crit DMG * (1 + Crit DMG Option / 100% + Crit DMG Mod / 100%).
Modify crit DPS by a factor equal to the ratio of the time spent firing 1 full magazine (Net Magazine / Net RPM) to the sum of the time spent firing the magazine and the time spent reloading that magazine ( (Net Magazine / Net RPM) + (Net Reload / 60) ), accounting for the fact that DPS is zero while reloading.
Sustain DPS = Raw DPS * (Net Magazine / Net RPM) / ( (Net Magazine / Net RPM) + (Net Reload / 60) ), where
Net Magazine = Base Magazine * (1 + Rounds Per Magazine Option / 100% + Rounds Per Magazine Mod / 100%).
Net RPM = Base RPM / (1 – Fire Rate Mod / 100%), and
Net Reload = Base Reload * (1 – Reload Mod / 100%)
For reasons not entirely known at this time (maybe an attempt to factor in damage reduction from DEF and neutral Attribute Resistance at monster level 0?), out-of-game calculated sustain DPS is consistently higher than the DPS shown in-game, so divide sustain DPS by an empirical correction factor to obtain a final reproduction of in-game DPS.
Final DPS = Sustain DPS / 1.087
Now let’s use this process on the Unfinished Study shown earlier.
Pertinent Stats:
- Firearm ATK: 11736 (Firearm ATK Option: 11.9%)
- Attribute ATK Option: 1174 (Electric)
- Firearm ATK Mod: 18.6% (Rifling Reinforcement @ Enhance 5)
- Base Rounds per Magazine: 125
- Base RPM: 545
- Fire Rate Mod: 12.9% (Weak Point Quick Fire @ Enhance 4)
- Base Reload: 3.01
- Base Crit Rate: .03 (3%)
- Base Crit DMG: 1.50x
Step 1: Net RPM = 545 / (1 – 12.9% / 100%) ~= 625.7176
Raw DPS = ( (11736 * (1 + 11.9%/100% + 18.6%/100%) ) + 1174 ) * (Net RPM) / 60
~= 171962.6215
Step 2: Crit DPS = 171962.6215 * (1 + (.03 * (1.50 – 1) ) )
~= 174502.0608
Step 3: Sustain DPS = 174502.0608 * (125 / Net RPM) / ( (125 / Net RPM) + (3.01 / 60) )
~= 139508.5021
Final Step: Final DPS = 139508.5021 / 1.087
~= 128343, which is very close to the in-game 128323 (<0.02% error)
- Due to precision limitations on the values shown in-game, in-game calculations (using exact values) and out-of-game calculations (using rounded values) will disagree slightly. However, they should be within ~1% of each other if done correctly.
- Module Settings Screen DPS does not account for bonus damage from attribute Enhancement Modules, faction damage options, weak point damage, or temporary/conditional effects from Ultimate Modules and Ultimate Weapons. It also does not account for Beam Rifle charge stages or reload mechanics specific to single-load Shotguns (load time per round and post-load animation canceling).
More 2 Come
And that wraps up our share on The First Descendant: The Secret Life of Weapons: Hidden Stats and More. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by QuaestComm, who deserves all the credit. Happy gaming!