Double Gun

Double Gun

> Weapons

About this weapon

The Double Gun arrives at Level 45 and offers an interesting alternative to the Pistol. It deals more damage in 2 shots than the Pistol does in 3. You'll even have 2 TP left for a Shock or a Bandage.

However, watch out for its minimum range. The Double Gun can't fire at point-blank range, so avoid sticking right next to your opponent with this weapon.

Another weakness: its damage is split across 2 effects of different kinds: an ordinary damage effect and a Poison effect.

Damage per TP: 4.5 to 6.25 for the first effect, 2.25 to 3 for the second, over two turns. So 8 to 11.25 in total (though part of it doesn't apply immediately).

How the second effect works

Main article: Poison

Poison damage is damage over time: it isn't dealt when you poison a target, but at the start of the target's next turns. So with the Double Gun, you first deal ordinary damage (from the first effect), then poison damage at the start of your target's next two turns.

Poison damage is also amplified not by Strength but by Magic, according to the formula:

total_damage = base_damage * (1 + getMagic() / 100)

Shields don't apply to poison damage, and there is no equivalent protection against it. You can, however, weaken or remove effects with chips you'll come across later: Liberation and Antidote.