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Unlocked through an assignment |
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Requires Scout 18
Purchased for: |
Initial Stats | ||||||||||||
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The DRAK-25 is among the newest additions to the DRG arsenal and is a bit of a technological marvel. Capable of laying down a blistering hail of superheated plasma without hardly ever blowing up in your hands, AND comparatively cheap to manufacture, Management were quick to approve and sign off on this design. |
— Item Description |
The DRAK-25 Plasma Carbine is an unlockable primary weapon for the Scout. It is a somewhat retro futuristic carbine with the stock being incorporated into the handle and attached to the magazine. The barrel and muzzle both feature distinctly different colors compared to the rest of the gun and are much more circular than the rest of the weapon. A small, black fan is located atop the stock near the middle, likely for cooling.
The Plasma Carbine feeds from a single ammo pool and has an overheating mechanic. In addition, the plasma fired by the weapon is considered a projectile, meaning that it must physically travel through the world before hitting a target. As with all other plasma based weapons, the projectiles can pass through terrain indefinitely, only stopping when hitting an enemy or after the projectile expires (exactly 2 seconds). This means you can attack enemies through walls, but your range is limited to about 60 meters.
When firing the Plasma Carbine, each shot will produce heat which is measured on the weapon's digital display. After firing for an extended period of time and completely filling the heat meter, the Plasma Carbine will jam, rendering the weapon inoperable for the overheat duration.
Modifications[]
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclocks[]
Overclock calculations happen after modifiers.
Stats Breakdown[]
Understanding the Weapon[]
- Battery Capacity is the weapon's total ammo capacity.
- Overheat Duration is the amount of time in seconds that the weapon becomes inoperable when the heat meter is completely filled.
- Cooldown Delay is how long you need to wait in seconds before the weapon's heat meter begins to cool down.
- Heat Generated per Shot: 0.045
- Maximum Heat Capacity: 2
- Heat Lost Per Second: 1.1
- Delay Before Cooling: 0.3 seconds
- The heat-percentage bar on the gun is non-linear. It takes 18 shots to reach "50% heat", and 45 to reach 100%.
- These values change based on mods and overclocks, from up to 69 shots at most to overheat, to as few as 29 based on build.
- These values change based on mods and overclocks, from up to 69 shots at most to overheat, to as few as 29 based on build.
Unique Modifications[]
Hot Feet[]
Hot Feet provides a speed boost during overheat. The speed boost lasts for the entire overheat duration, plus an additional ~2s. Thus, the longer the overheat duration, the longer the speed boost.
Overcharged PCF[]
Overcharged PCF adds a chance to electrocute target on hit, causing damage over time and slowing.
- Actually has a 15% chance, not 20%
- Duration: 6 seconds
- Damage: 22.5 electric per second, 135 total
- Slow: 80%
Plasma Splash[]
Plasma Splash reduces direct damage and adds area splash damage.
- Damage: 5
- Damage type: Fire
- Radius: 1m
- Minimum Damage: 50%
Manual Heat Dump[]
Manual Heat Dump, when activated, provides a significant reduction in the base overheat duration along with a second overheat reduction scaler based on the current Weapon Heat percentage. Thus, its much faster to dump the heat by manually overheating at <99% heat, rather than automatically at 100% (35% less overheat time), also bypasses the "Cooldown delay".
Manual Overheat Duration: (Overheat Time * 0.65) * (Current Weapon Heat / Maximum Weapon Heat)
Thermal Feedback Loop[]
Thermal Feedback Loop Gives +5 rate of fire above 50% heat, up to a total RoF of 20
Unique Overclocks[]
Aggressive Venting[]
Aggressive Venting is a clean overclock. Upon overheating, deals up to 6 Fire+Heat damage, 60 heat, and 500 fear within a 5 meter radius. These values all scale with %heat at overheat, so at 50% heat, all of them will be halved.
Fire AoE:
- Damage: 6 Fire + Heat
- Damage Radius: 5m
- Max Damage Radius: 5m
- Minimum Damage: 100%
Heat AoE:
- Damage 60 Heat
- Damage Radius: 5m
- Max Damage Radius: 1.5m
- Minimum Damage: 25%
- Fear Factor: 500%
Additionally, this overclock reduces the base overheat time by 0.5 seconds. As a result overheating at 50% heat with Manual Heat Dump will give an approximately 0.65 second overheat duration.
Impact Deflection[]
Impact Deflection is a balanced overclock. The bounce angle depends on the surface angle, like the reflection of a beam of light.
If the "Plasma Splash" mod is equipped, the projectile deals splash damage when bouncing off terrain; making it possible to deal x2 splash if you shoot the floor in front of enemies (splashing on contact with floor, then bouncing into the enemy, dealing direct + splash damage again).
Rewiring Mod[]
Rewiring Mod is a balanced overclock. Rewiring Mod will refill 31.44 shots given a full overheat of 45 shots, 69.86% of ammunition used. This means a full 45-shot overheat will only consume 13.56 shots.
Using "Manual Heat Dump" mod to overheat early will refill around 47-70% of ammunition used. A minimum of 18 shots are needed to reach "50% heat" to manually overheat, and consumes ~9.5 shots (only refilling 47.2% of the 18 used).
Charge Shot[]
Charge Shot is an unstable overclock that transforms the DRAK-25 from an automatic weapon into a charged, single-shot weapon. Upon pressing the Primary Fire button, a Plasma Ball begins to charge at the tip of the weapon and continues to grow indefinitely the longer the Primary Fire button is held. The Plasma Ball is automatically released once the Primary Fire button is released, the weapon overheats or the Battery becomes depleted.
The Plasma Ball has a Charge Level which begins at 1 and increases the longer the Primary Fire button is held. The Plasma Ball's Charge Level increases by 1 at the same rate as the weapon's Rate of Fire. For each Charge Level gained, 1 unit is consumed from the Battery and the weapon gains one level of heat. The Plasma Ball becomes visually larger and brighter as it charges.
Upon release, the resulting projectile has the following stats:
- Projectile radius of (Charge Level x 0.02) meters.
- Direct Damage of (Charge Level x Damage x 0.4)
- Splash Damage equal to (Charge Level x Damage x 0.6) with a radius of log(0.12 x Charge Level + 1) + 0.2 meters.
Shield Battery Booster[]
Shield Battery Booster is an unstable overclock that grants +1 Rate of Fire, +100 Battery Capacity, +5.5 direct damage, and x2 projectile speed while at full shield. Additionally, it reduces your Shield Regeneration Delay by 5 seconds.
When the weapon overheats the player's shield will be set to zero. While the Drak is overheated the player's shield cannot recharge above zero capacity. Overheating does not trigger the shield's recharge delay, so if the player takes no damage while overheated then the shield will begin to recharge immediately. If the player takes damage to their shield or health by any other means, however, then the shield's recharge delay will start from the time the damage was taken. For example, should a player with a shield modded with Boosted Converter (7.5 second delay) take damage and overheat their weapon one second later (5 second overheat duration), then shield will recharge 1.5 seconds after the overheat ends (7.5 seconds from the time of taking damage).
Does not function in missions with the Shield Disruption modifier.
This overclock was buffed in Season 04: Critical Corruption to passively grant +1 RoF, +100 Ammo, and -5 to Shield Regen Delay.
Thermal Exhaust Feedback[]
Thermal Exhaust Feedback is an unstable overclock. Adds +6 fire and +6 heat damage when above 60% heat (~22 bullets of a 50-clip).
Mastery[]
Each modification that is purchased advances a mastery bar by one unit.
Mastery unlocks:
- Three modifications – First Stripe Weapon Paintjob
- Seven modifications – Deepcore Weapon Paintjob
- All (13) modifications – The Company Special Weapon Paintjob
Skins[]
Gallery[]
Trivia[]
- The weapon's interaction consists of the Scout briefly placing his finger on the fan, halting it from spinning and causing it to emit a high-pitched air noise.
- The DRAK-25 Plasma Carbine's weapon prototype used the Deepcore 40mm PGL model.
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