Understand Alternox Prime
Useful when…
- Use normal fire for projectiles that each list 75 Electricity damage, 20% critical chance, and 40% status chance.
- Use alternate fire for its separately listed physical contact damage, Electricity damage-over-time, and explosion components.
- Account for the separate critical, status, and falloff values listed for each attack mode.
What do its two attacks do?
Normal fire launches projectiles at a listed 5.33 per second. Each lists 75 Electricity damage, 20% critical chance, a 2.2× critical multiplier, and 40% status chance. Alternate fire has separate entries for contact damage (7 Impact, 10.5 Slash, 52.5 Puncture), 70 Electricity damage over time, and a 140 Electricity area explosion. Each alternate entry lists 2% critical chance, a 2× multiplier, and 50% status chance. The damage-over-time and explosion entries have six-metre falloff, with 60% damage reduction at the range end. Pulse timing and count are not specified.
How does it handle in combat?
The normal and alternate-contact entries are projectiles with listed speed 60, so allow for travel when aiming at moving targets. The damage-over-time and explosion entries do not list projectile speed. The rifle fires automatically, has listed accuracy 18.18, a 42-round magazine, and a 1.8-second reload.
What are its listed requirements and properties?
Alternox Prime has a mastery requirement of 13, a rank cap of 30, and one Madurai polarity. Its normal attack lists 20% critical chance and 40% status chance; alternate-fire entries list 2% critical chance and 50% status chance. These values are specific to their respective attack entries.
How does it compare with other rifles?
The base Alternox description says its alternate electrical ball sticks to surfaces, pulses Electricity, then explodes, and notes a small amount of multishot when Gyre wields it. These details describe the base weapon and its stated Gyre condition; the supplied Alternox Prime attack entries do not specify those behaviors. Perigale Prime is identified as a sniper rifle, while Tenora is described as having machine-gun fire and a charged shot.
Limitations and tradeoffs
- Projectiles require leading moving targets.
- Alternate-fire entries list 2% critical chance, compared with 20% for normal fire.
- Alternate damage-over-time and explosion entries have six-metre falloff.
Common mistakes to avoid
- Applying alternate-fire critical or status values to normal fire, or vice versa.
- Assuming the base Alternox's Gyre-specific multishot or surface-sticking pulse behavior applies to Alternox Prime.
- Treating listed projectile speed as a property of the damage-over-time or explosion entries.






