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{| style="background:rgba(0, 0, 0, 0.6);color:#ffff99; font-size:89%; padding:2px 2px 3px 2px; width:100%; border-radius:2ex; border:1px solid transparent;"
Introduced in God Eater 2, Blood Bullets are an additional attribution that can be added to bullets.
 
  +
| colspan="4" style="background-color: rgba(179, 0, 0, 0.6);color:#ffffff;border-radius:10px 10px 0px 0px" align="center" |'''Bullets Navigation'''
  +
|-
  +
| align="center" |[[Bullets|About Bullets]]
  +
| align="center" |[[Bullets/God Eater Burst|God Eater Burst]]
  +
| align="center" |[[Bullets/GE2 & Rage Burst|God Eater 2 & God Eater 2 Rage Burst]]
  +
| align="center" |[[Bullets/God Eater Resurrection|God Eater Resurrection]]
  +
|-
  +
| colspan="4" |{{Gun}}
  +
|}
  +
Introduced in [[God Eater 2]], Blood Bullets are additional attributions that can be added to [[bullets]].
  +
==Sniper==
  +
{| class="wikitable" width="100%" cellspacing="2" cellpadding="2" border="0"
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |BBLV
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Bullet
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Mutation Chip
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |OP
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Effect
  +
|-
  +
| style="text-align: center;" |1
  +
|BB・貫通狙撃弾:炎、氷、雷、神<br />(BB: Piercing Sniper Round Blaze/Freeze/Spark/Divine)
  +
|残留<br />(Piercing)
  +
| +20% parent only
  +
|Bullet has an exit path allowing it to hit other Aragami behind the target once.
  +
|-
  +
| style="text-align: center;" |2
  +
|BB・状態回復光弾<br />(BB: Abnormal State Recovery Round)
  +
|状態異常回復<br />(Abnormal state recovery)
  +
| +20% parent only
  +
|Recovery bullet heals status effects as well.
  +
|-
  +
| style="text-align: center;" |3
  +
|BB・貫通破壊狙撃弾<br />(BB: Destruction Round)
  +
|多段ヒット<br />(Multi-hit)
  +
| +80% parent only
  +
|
  +
Parent Bullet inflicts damage multiple times the more parts it passes through. Power is reduced to 66% and maximum modules is reduced by 1. Maximum hits based on Bullet Editor: 6 times. 
   
  +
2nd: 0.9 of 1st, 3rd/4th 0.8, 5th/6th 0.7
   
  +
Total damage from parts onwards:
   
  +
66%, 125%, 178%, 231%, 277%, 323%
==Sniper==
 
   
  +
(breaks even at 3 part hit)
{| border="0" cellpadding="2" cellspacing="2" width="100%" class="wikitable"
 
|-
 
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|BBLV
 
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Bullet
 
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Mutation Chip
 
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|OP
 
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Effect
 
   
  +
Reduces the number of Bullet Modules from 6 to 5.
 
|-
 
|-
| style="text-align: center;"|1
+
| style="text-align: center;" |4
  +
|BB・結合阻害弾<br />(BB: Defense Down Round)
|BB・貫通狙撃弾:炎、氷、雷、神
 
  +
|結合阻害弾<br />(Defense down)
|Residual
 
| +20%
+
| +20% parent only
|Bullet that passes through the body of bullet limited Aragami
+
|Bullet inflicts Defense Down on Aragami, reducing defense to 80%.
 
 
|-
 
|-
| style="text-align: center;"|2
+
| style="text-align: center;" |5
  +
|BB・識別狙撃弾:炎、氷、雷、神<br />(BB: Identification Round Blaze/Freeze/Spark/Divine)
|BB・状態回復光弾
 
  +
|識別効果<br />(Discrimination effect)
|Abnormal state recovery
 
| +20%
+
| +20% parent only
  +
|Parent Bullet will pass through allies.
|Recovery bullets heal status effects as well
 
 
 
|-
 
|-
| style="text-align: center;"|3
+
| style="text-align: center;" |6
  +
|BB・キャンセラー<br />(BB: Canceller)
|BB・貫通破壊狙撃弾
 
  +
|キャンセラー<br />(Canceller)
|Multi-hit
 
| +80%
+
| +20% parent only
  +
|Bullet cancels oracle/projectile attacks of Aragami.
|66% power to bullet limited maximum number of modules more than once to hit 6 → 5 Aragami
 
 
 
|-
 
|-
| style="text-align: center;"|4
+
| style="text-align: center;" |7
  +
|BB・支援光弾: 攻 / 防<br />(BB: Support Round Attack / Defense)
|BB・結合阻害弾
 
  +
|支援効果:攻撃 / 防御<br />(Support effect: Attack / Defense)
|Defense down
 
| +20%
+
| +20% parent only
  +
|Recovery bullet grants 3s Attack/Defense Up.
|Inflicts defense down status effect on Aragami
 
 
 
|-
 
|-
| style="text-align: center;"|5
+
| style="text-align: center;" |8
  +
|BB・マーカー設置弾<br />(BB: Marker Round)
|BB・識別狙撃弾:炎、氷、雷、神
 
  +
|マーカー<br />(Marker)
|Discrimination effect
 
| +20%
+
| +30% parent only
  +
|Bullet marks a part of the enemy and attracts non-homing bullets aimed near its radius for 15s. Rapid Fire Impulse Edge is also affected.
|Voids friendly fire
 
 
 
|-
 
|-
| style="text-align: center;"|6
+
| style="text-align: center;" |9
  +
|BB・超長距離弾<br />(BB: Ultra Long Range Round)
|BB・キャンセラー
 
  +
|超長距離弾<br />(Ultra long range round)
|Canceller
 
  +
| +20% parent and child modules
| +20%
 
  +
|Parent and all attached child bullets have increased damage the further away it is from the target. Maximum 172% in test chamber magnification (~50m). Maximum 400% magnification on field (~200m). 0m 0.8, 12m 1.0, 20m 1.2,  50m 1.6, 100m 2.5, 150m 3.0, 200m 4.0.
|Cancels oracle attacks of Aragami
 
 
 
|-
 
|-
  +
|
| style="text-align: center;"|7
 
  +
<p style="text-align:center;">8</p>
|BB・支援光弾: 攻 / 防
 
  +
|BB: Devour
|Support effect: Attack / Defense
 
  +
|Devour
| +20%
 
  +
|<nowiki>+??%</nowiki>
|3 seconds grant (small) attack/defense at the same time strengthen the recovery bullets limited HP recovery
 
  +
|Bullet loses its attack properties, but improves connected bullets that don't fade.
 
|-
 
| style="text-align: center;"|8
 
|BB・マーカー設置弾
 
|Marker
 
| +30%
 
|Induction tracking bullet ally in bullet limited landing place
 
 
|-
 
| style="text-align: center;"|9
 
|BB・超長距離弾
 
|Ultra-long-range bullet
 
|自身と子接続+20%
 
|Increases damage the further away it is fired
 
 
|}
 
|}
 
   
 
==Assault==
 
==Assault==
  +
{| class="wikitable" width="100%" cellspacing="2" cellpadding="2" border="0"
 
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |BBLV
{| border="0" cellpadding="2" cellspacing="2" width="100%" class="wikitable"
 
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Bullet
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Mutation Chip
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |OP
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Effect
 
|-
 
|-
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|BBLV
+
| style="text-align: center;" |1
  +
|BBホーミング弾:炎、氷、雷、神<br />(BB: Homing Round Blaze/Freeze/Spark/Divine)
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Bullet
 
  +
|ホーミング<br />(Homing)
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Mutation Chip
 
  +
| +75% parent only
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|OP
 
  +
|Bullet has omni-homing effect.
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Effect
 
 
 
|-
 
|-
| style="text-align: center;"|1
+
| style="text-align: center;" |2
  +
|BB・小型状態回復弾<br />(BB: Abnormal State Recovery Round)
|BBホーミング弾:炎、氷、雷、神
 
  +
|状態異常回復<br />(Abnormal state recovery)
|Homing
 
| +75%
+
| +20% parent only
  +
|Recovery bullet heals status effects as well.
|Adds homing effect
 
 
 
|-
 
|-
| style="text-align: center;"|2
+
| style="text-align: center;" |3
  +
|BB・三叉追尾弾:炎、氷、雷、神<br />(BB: Trigonometric Homing Round Blaze/Freeze/Spark/Divine)
|BB・小型状態回復弾
 
  +
|拡散複製<br />(Diffusion replication)
|Abnormal state recovery
 
| +20%
 
|Recovery bullets heal status effects as well
 
 
|-
 
| style="text-align: center;"|3
 
|BB・三叉追尾弾:炎、氷、雷、神
 
|Diffusion replication
 
 
| +500% parent, +100% child
 
| +500% parent, +100% child
|Tracking bullets split into 3 with limited homing ability, 80% power
+
|Parent and attached child modules splits along X axis into 3 omni-homing bullets, each with 80% power.
 
 
|-
 
|-
| style="text-align: center;"|4
+
| style="text-align: center;" |4
|BB・連鎖弾:炎爆、氷爆、雷爆、神爆
+
|BB・連鎖弾:炎爆、氷爆、雷爆、神爆<br />(BB: Chain Replication Round Blaze/Freeze/Spark/Divine)
|Chain replication
+
|連鎖複製<br />(Chain replication)
| +100% parent, +100% child
+
| +100% parent and child modules
  +
|Parent bullet and all attached child modules bounces itself on nearby enemies 3 times upon hitting the initial target. The chain bullets will shoot out from where it was shot and target the nearest enemy's weak points and can even bounce back to its original target, each with 80% power.
|On hit, bullet will be replicated on nearby enemies, 80% power
 
 
 
|-
 
|-
| style="text-align: center;"|5
+
| style="text-align: center;" |5
|BB・識別弾:炎爆、氷爆、雷爆、神爆
+
|BB・識別弾:炎爆、氷爆、雷爆、神爆<br />(BB: Identification Round Blaze/Freeze/Spark/Divine)
|Discrimination effect
+
|識別効果<br />(Discrimination effect)
| +20%
+
| +20% parent only
  +
|Parent bullet will pass through allies.
|Voids friendly fire
 
 
 
|-
 
|-
| style="text-align: center;"|6
+
| style="text-align: center;" |6
|BB・跳弾:炎、氷、雷、神
+
|BB・跳弾:炎、氷、雷、神<br />(BB: Ricochet Round Blaze/Freeze/Spark/Divine)
|Ricochet
+
|跳弾<br />(Ricochet)
| +100% parent, +100% child
+
| +100% parent only
|All bullets will ricochet once on contact with terrain
+
|Parent bullet will ricochet once on contact with terrain.
 
 
|-
 
|-
| style="text-align: center;"|7
+
| style="text-align: center;" |7
|BB・小型支援弾:攻 / 防
+
|BB・小型支援弾:攻 / 防<br />(BB: Support Round Attack / Defense)
|Support effect: Attack / Defense
+
|支援効果:攻撃 / 防御<br />(Support effect: Attack / Defense)
| +20%
+
| +20% parent only
  +
|Recovery bullets grant 3s Attack/Defense Up.
|3 seconds grant (small) attack/defense at the same time strengthen the recovery bullets limited HP recovery
 
 
 
|-
 
|-
| style="text-align: center;"|8
+
| style="text-align: center;" |8
|BB・OP吸収強化弾
+
|BB・OP吸収強化弾<br />(BB: OP Absorb Enhance Round)
  +
|OP回収弾<br />(OP feedback)
|OP recovery
 
| +0%
+
| +0% 
|OP recovery bullet limited, at the time of the hit increased to 2 3, 50% power
+
|Bullet OP return on successful hit is increased from 2 to 3, however, power is decreased to 50%.
 
 
|-
 
|-
| style="text-align: center;"|9
+
| style="text-align: center;" |9
|BB・分裂弾:炎、氷、雷、神
+
|BB・分裂弾:炎、氷、雷、神<br />(BB: Division Round Blaze/Freeze/Spark/Divine)
|No. of modules
+
|モジュール数+<br />(No. of modules)
 
| +0%
 
| +0%
|Increases no. of available module slots from 4 to 5
+
|Increases the number of Bullet Modules from 4 to 5.
 
|}
 
|}
 
   
 
==Blast==
 
==Blast==
  +
{| class="wikitable" width="100%" cellspacing="2" cellpadding="2" border="0"
 
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |BBLV
{| border="0" cellpadding="2" cellspacing="2" width="100%" class="wikitable"
 
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Bullet
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Mutation Chip
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |OP
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Effect
 
|-
 
|-
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|BBLV
+
| style="text-align: center;" |1
  +
|BB・連続弾:炎、氷、雷、神<br />(BB: Continuous Rounds Blaze/Freeze/Spark/Divine)
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Bullet
 
  +
|減衰緩和<br />(Attenuation relaxation)
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Mutation Chip
 
  +
| +20% parent only
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|OP
 
  +
|Removes the 10% multi-hit damage penalty on attached module and the succeeding hit. Ideally attached on the 2nd, 4th and 6th hitting bullet.
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Effect
 
 
 
|-
 
|-
| style="text-align: center;"|1
+
| style="text-align: center;" |2
  +
|BB・大型状態回復弾<br />(BB: Abnormal State Recovery Round)
|BB・連続弾:炎、氷、雷、神
 
  +
|状態異常回復<br />(Abnormal state recovery)
|Attenuation relaxation
 
| +20%
+
| +20% parent only
  +
|Recovery bullets heal status effects as well.
|Bullet to mitigate the power reduction of continuous Striking
 
 
 
|-
 
|-
| style="text-align: center;"|2
+
| style="text-align: center;" |3
  +
|BB・充填機雷:炎、氷、雷、神<br />(BB: Accumulate Blaze/Freeze/Spark/Divine)
|BB・大型状態回復弾
 
  +
|充填<br />(Accumulate)
|Abnormal state recovery
 
| +20%
 
|Recovery bullets heal status effects as well
 
 
|-
 
| style="text-align: center;"|3
 
|BB・充填機雷:炎、氷、雷、神
 
|Accumulate
 
 
| +0%
 
| +0%
  +
|Recipe has increased damage/size over time: 0s +80%, 4s +144%, 30s +300%, 60s +420% at most.
|Bullet power is increased in accordance with the lapse of time after firing
 
 
 
|-
 
|-
| style="text-align: center;"|4
+
| style="text-align: center;" |4
|BB・OP回復弾
+
|BB・OP回復弾<br />(BB: OP Recovery Round)
|OP recovery bullet
+
|OP回復弾<br />(OP recovery round)
 
| +0%
 
| +0%
|OP recovery at the same time as the recovery bullets limited HP recovery, OP recovery amount is 1/3 of the consumption OP
+
|Recovery bullets heal OP at the rate of 1/3 the consumption OP.
 
 
|-
 
|-
| style="text-align: center;"|5
+
| style="text-align: center;" |5
|BB・識別弾:炎爆、氷爆、雷爆、神爆
+
|BB・識別弾:炎爆、氷爆、雷爆、神爆<br />(BB: Identification Round Blaze/Freeze/Spark/Divine)
|Discrimination effect
+
|識別効果<br />(Discrimination effect)
| +20%
+
| +20% parent only
  +
|Parent Bullet will pass through allies.
|Voids friendly fire
 
 
 
|-
 
|-
| style="text-align: center;"|6
+
| style="text-align: center;" |6
|BB・反重力弾:炎、氷、雷、神
+
|BB・反重力弾:炎、氷、雷、神<br />(BB: Anti-Gravity Round Blaze/Freeze/Spark/Divine)
|Anti-gravity bombs
+
|抗重力弾<br />(Anti-gravity round)
 
| +0%
 
| +0%
|Bullet power is increased in accordance with the movement amount of the gravity direction
+
|Bullet recipe power is increased with greater fall. Maximum 240% magnification.
 
 
|-
 
|-
| style="text-align: center;"|7
+
| style="text-align: center;" |7
|BB・大型支援弾:攻 / 防
+
|BB・大型支援弾:攻 / 防<br />(BB: Support Round Attack / Defense)
|Support effect: Attack / Defense
+
|支援効果:攻撃 / 防御<br />(Support effect: Attack / Defense)
| +0%
+
| +20% parent only
  +
|Recovery bullets grants 3s Attack/Defense Up +.
|3 seconds grant (small) attack/defense at the same time strengthen the recovery bullets limited HP recovery
 
 
 
|-
 
|-
| style="text-align: center;"|8
+
| style="text-align: center;" |8
|BB・誘導反射弾:炎、氷、雷、神
+
|BB・誘導反射弾:炎、氷、雷、神<br />(BB: Guide Reflection Round Blaze/Freeze/Spark/Divine)
|Reflection induction
+
|反射誘導<br />(Reflection induction)
 
| +0%
 
| +0%
  +
|Only works when placed on sphere bullets, and recipe to be reflected must be another bullet. Reflects recipe shot at it to the enemy. Bullets can only be reflected once.
|The induction to nearby enemies Barrett other to strengthen the power upon contact
 
 
 
|-
 
|-
| style="text-align: center;"|9
+
| style="text-align: center;" |9
|BB・連続爆破弾:炎、氷、雷、神
+
|BB・連続爆破弾:炎、氷、雷、神<br />(BB: Continuous Blasting Round Blaze/Freeze/Spark/Divine)
|Clash cancel
+
|交差消滅解除<br />(Clash cancel)
| +20%
+
| +20% parent only
  +
|Bullet clashing is voided. Must be on all clash modules to be in effect.
|Modules that have been set will not intersect disappearance
 
 
|}
 
|}
 
   
 
==Shotgun==
 
==Shotgun==
  +
{| class="wikitable" width="100%" cellspacing="2" cellpadding="2" border="0"
 
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |BBLV
{| border="0" cellpadding="2" cellspacing="2" width="100%" class="wikitable"
 
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Bullet
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Mutation Chip
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |OP
  +
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;" |Effect
 
|-
 
|-
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|BBLV
+
| style="text-align: center;" |1
  +
|BB・貫通破壊弾:炎、氷、雷、神<br />(BB: Destruction Round Blaze/Freeze/Spark/Divine)
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Bullet
 
  +
|多段ヒット<br />(Multi-hit)
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Mutation Chip
 
  +
| +80% parent only
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|OP
 
  +
|
| style="background: none repeat scroll 0% 0% rgb(60, 80, 116); text-align: center;"|Effect
 
  +
Parent Bullet inflicts damage multiple times the more parts it passes through. Power is reduced to 60% and maximum modules is reduced by 1. Maximum hits based on Bullet Editor: 6 times. 
   
  +
2nd: 0.9 of 1st, 3rd/4th 0.8, 5th/6th 0.7
|-
 
| style="text-align: center;"|1
 
|BB・貫通破壊弾:炎、氷、雷、神
 
|Multi-hit
 
| +80%
 
|59% power the maximum number of modules is reduced one each time you put more than once hit Aragami
 
   
  +
Total damage from parts onwards:
|-
 
| style="text-align: center;"|2
 
|BB・状態回復放射弾
 
|Abnormal state recovery
 
| +20%
 
|Recovery bullets heal status effects as well
 
   
  +
66%, 125%, 178%, 231%, 277%, 323%
|-
 
| style="text-align: center;"|3
 
|BB・自衛機雷:炎、氷、雷、神
 
|Canceller
 
| +20%
 
|Cancels oracle attacks of Aragami
 
   
  +
(breaks even at 3 part hit)
  +
Each of this Mutation Chip takes up double Bullet Module slots.
 
|-
 
|-
| style="text-align: center;"|4
+
| style="text-align: center;" |2
  +
|BB・状態回復放射弾<br />(BB: Abnormal State Recovery Round)
|BB・徹甲散弾:炎、氷、雷、神
 
  +
|状態異常回復<br />(Abnormal state recovery)
|Armor piercing
 
  +
| +20% parent only
|自身と子接続+50%
 
  +
|Recovery bullets heal status effects as well.
|Also effective to ignore distance correction to some extent poling sites defense Aragami critical short-range occurs
 
 
 
|-
 
|-
| style="text-align: center;"|5
+
| style="text-align: center;" |3
|BB・識別散弾:炎、氷、雷、神
+
|BB・自衛機雷:炎、氷、雷、神<br />(BB: Canceller Blaze/Freeze/Spark/Divine)
  +
|キャンセラー<br />(Canceller)
|Discrimination effect
 
| +20%
+
| +20% parent only
  +
|Bullet cancels oracle attacks of Aragami.
|Voids friendly fire
 
 
 
|-
 
|-
| style="text-align: center;"|6
+
| style="text-align: center;" |4
|BB・デコイ・炎、氷、雷、神
+
|BB・徹甲散弾:炎、氷、雷、神<br />(BB: Armor Piercing Round Blaze/Freeze/Spark/Divine)
  +
|徹甲化<br />(Armor piercing)
|Decoy of
 
  +
| +50% parent and child
  +
|Bullet turns all grey/spark and green hit effects into red hit effects. Does not affect red and white hit effects.
  +
|-
  +
| style="text-align: center;" |5
  +
|BB・識別散弾:炎、氷、雷、神<br />(BB: Identification Round Blaze/Freeze/Spark/Divine)
  +
|識別効果<br />(Discrimination effect)
  +
| +20% parent only
  +
|Parent Bullet will pass through allies.
  +
|-
  +
| style="text-align: center;" |6
  +
|BB・デコイ・炎、氷、雷、神<br />(BB: Decoy Blaze/Freeze/Spark/Divine)
  +
|デコイ化<br />(Decoy)
 
| +20%
 
| +20%
  +
|Bullet draws Aragami oracle/ranged attacks. Ideally used on control bullets. Bullet will disappear if you go far away from it.
|I draw the tracking of Oracle Aragami
 
 
 
|-
 
|-
| style="text-align: center;"|7
+
| style="text-align: center;" |7
|BB・支援放射弾:攻 / 防
+
|BB・支援放射弾:攻 / 防<br />(BB: Support Round Attack / Defense)
|Support effect: Attack / Defense
+
|支援効果:攻撃 / 防御<br />(Support effect: Attack / Defense)
 
| +20%
 
| +20%
  +
|Recovery bullets grants 3s Attack/Defense Up.
|3 seconds grant (small) attack/defense at the same time strengthen the recovery bullets limited HP recovery
 
 
 
|-
 
|-
| style="text-align: center;"|8
+
| style="text-align: center;" |8
|BB・衝撃弾:炎爆、氷爆、雷爆、神爆
+
|BB・衝撃弾:炎爆、氷爆、雷爆、神爆<br />(BB: Shock Round Blaze/Freeze/Spark/Divine)
|Shock bullets
+
|衝撃弾<br />(Shock round)
  +
| +50% recipe
|自身と子接続+50%
 
  +
|Recipe easily flinches target, however damage is set at 50%.
|Damage is 50%, but the damage of child connection that is easy to flinch intact
 
 
 
|-
 
|-
| style="text-align: center;"|9
+
| style="text-align: center;" |9
|BB・至近距離弾:炎、氷、雷、神
+
|BB・至近距離弾:炎、氷、雷、神<br />(BB: Close-range Round Blaze/Freeze/Spark/Divine)
|Distance pool
+
|距離補正極化<br />(Distance pool)
  +
| +20% recipe
|自身と子接続+20%
 
  +
|Recipe has increased damage the closer it is to the target. Maximum 150% magnification (138% in test chamber non zero distance).
|It is applied to the child connection and distance correction strengthening itself and put the shotgun power correction due to the distance to the normal bullet
 
 
|}
 
|}
  +
[[Category:Guns]]
  +
[[Category:Blood]]

Latest revision as of 12:45, 27 September 2016

Bullets Navigation
About Bullets God Eater Burst God Eater 2 & God Eater 2 Rage Burst God Eater Resurrection
Snipah Pistola-de-asalto.png.png Blast-gun
GunIcon1 Sniper Gun GunIcon2 Assault Gun GunIcon3 Blast Gun
Shotgun Bullet-Edit02 Blood Bullet
GunIcon5 Shotgun GunIcon4 Bullets GunIcon6 Blood Bullets

Introduced in God Eater 2, Blood Bullets are additional attributions that can be added to bullets.

Sniper

BBLV Bullet Mutation Chip OP Effect
1 BB・貫通狙撃弾:炎、氷、雷、神
(BB: Piercing Sniper Round Blaze/Freeze/Spark/Divine)
残留
(Piercing)
+20% parent only Bullet has an exit path allowing it to hit other Aragami behind the target once.
2 BB・状態回復光弾
(BB: Abnormal State Recovery Round)
状態異常回復
(Abnormal state recovery)
+20% parent only Recovery bullet heals status effects as well.
3 BB・貫通破壊狙撃弾
(BB: Destruction Round)
多段ヒット
(Multi-hit)
+80% parent only

Parent Bullet inflicts damage multiple times the more parts it passes through. Power is reduced to 66% and maximum modules is reduced by 1. Maximum hits based on Bullet Editor: 6 times. 

2nd: 0.9 of 1st, 3rd/4th 0.8, 5th/6th 0.7

Total damage from parts onwards:

66%, 125%, 178%, 231%, 277%, 323%

(breaks even at 3 part hit)

Reduces the number of Bullet Modules from 6 to 5.

4 BB・結合阻害弾
(BB: Defense Down Round)
結合阻害弾
(Defense down)
+20% parent only Bullet inflicts Defense Down on Aragami, reducing defense to 80%.
5 BB・識別狙撃弾:炎、氷、雷、神
(BB: Identification Round Blaze/Freeze/Spark/Divine)
識別効果
(Discrimination effect)
+20% parent only Parent Bullet will pass through allies.
6 BB・キャンセラー
(BB: Canceller)
キャンセラー
(Canceller)
+20% parent only Bullet cancels oracle/projectile attacks of Aragami.
7 BB・支援光弾: 攻 / 防
(BB: Support Round Attack / Defense)
支援効果:攻撃 / 防御
(Support effect: Attack / Defense)
+20% parent only Recovery bullet grants 3s Attack/Defense Up.
8 BB・マーカー設置弾
(BB: Marker Round)
マーカー
(Marker)
+30% parent only Bullet marks a part of the enemy and attracts non-homing bullets aimed near its radius for 15s. Rapid Fire Impulse Edge is also affected.
9 BB・超長距離弾
(BB: Ultra Long Range Round)
超長距離弾
(Ultra long range round)
+20% parent and child modules Parent and all attached child bullets have increased damage the further away it is from the target. Maximum 172% in test chamber magnification (~50m). Maximum 400% magnification on field (~200m). 0m 0.8, 12m 1.0, 20m 1.2,  50m 1.6, 100m 2.5, 150m 3.0, 200m 4.0.

8

BB: Devour Devour +??% Bullet loses its attack properties, but improves connected bullets that don't fade.

Assault

BBLV Bullet Mutation Chip OP Effect
1 BBホーミング弾:炎、氷、雷、神
(BB: Homing Round Blaze/Freeze/Spark/Divine)
ホーミング
(Homing)
+75% parent only Bullet has omni-homing effect.
2 BB・小型状態回復弾
(BB: Abnormal State Recovery Round)
状態異常回復
(Abnormal state recovery)
+20% parent only Recovery bullet heals status effects as well.
3 BB・三叉追尾弾:炎、氷、雷、神
(BB: Trigonometric Homing Round Blaze/Freeze/Spark/Divine)
拡散複製
(Diffusion replication)
+500% parent, +100% child Parent and attached child modules splits along X axis into 3 omni-homing bullets, each with 80% power.
4 BB・連鎖弾:炎爆、氷爆、雷爆、神爆
(BB: Chain Replication Round Blaze/Freeze/Spark/Divine)
連鎖複製
(Chain replication)
+100% parent and child modules Parent bullet and all attached child modules bounces itself on nearby enemies 3 times upon hitting the initial target. The chain bullets will shoot out from where it was shot and target the nearest enemy's weak points and can even bounce back to its original target, each with 80% power.
5 BB・識別弾:炎爆、氷爆、雷爆、神爆
(BB: Identification Round Blaze/Freeze/Spark/Divine)
識別効果
(Discrimination effect)
+20% parent only Parent bullet will pass through allies.
6 BB・跳弾:炎、氷、雷、神
(BB: Ricochet Round Blaze/Freeze/Spark/Divine)
跳弾
(Ricochet)
+100% parent only Parent bullet will ricochet once on contact with terrain.
7 BB・小型支援弾:攻 / 防
(BB: Support Round Attack / Defense)
支援効果:攻撃 / 防御
(Support effect: Attack / Defense)
+20% parent only Recovery bullets grant 3s Attack/Defense Up.
8 BB・OP吸収強化弾
(BB: OP Absorb Enhance Round)
OP回収弾
(OP feedback)
+0%  Bullet OP return on successful hit is increased from 2 to 3, however, power is decreased to 50%.
9 BB・分裂弾:炎、氷、雷、神
(BB: Division Round Blaze/Freeze/Spark/Divine)
モジュール数+
(No. of modules)
+0% Increases the number of Bullet Modules from 4 to 5.

Blast

BBLV Bullet Mutation Chip OP Effect
1 BB・連続弾:炎、氷、雷、神
(BB: Continuous Rounds Blaze/Freeze/Spark/Divine)
減衰緩和
(Attenuation relaxation)
+20% parent only Removes the 10% multi-hit damage penalty on attached module and the succeeding hit. Ideally attached on the 2nd, 4th and 6th hitting bullet.
2 BB・大型状態回復弾
(BB: Abnormal State Recovery Round)
状態異常回復
(Abnormal state recovery)
+20% parent only Recovery bullets heal status effects as well.
3 BB・充填機雷:炎、氷、雷、神
(BB: Accumulate Blaze/Freeze/Spark/Divine)
充填
(Accumulate)
+0% Recipe has increased damage/size over time: 0s +80%, 4s +144%, 30s +300%, 60s +420% at most.
4 BB・OP回復弾
(BB: OP Recovery Round)
OP回復弾
(OP recovery round)
+0% Recovery bullets heal OP at the rate of 1/3 the consumption OP.
5 BB・識別弾:炎爆、氷爆、雷爆、神爆
(BB: Identification Round Blaze/Freeze/Spark/Divine)
識別効果
(Discrimination effect)
+20% parent only Parent Bullet will pass through allies.
6 BB・反重力弾:炎、氷、雷、神
(BB: Anti-Gravity Round Blaze/Freeze/Spark/Divine)
抗重力弾
(Anti-gravity round)
+0% Bullet recipe power is increased with greater fall. Maximum 240% magnification.
7 BB・大型支援弾:攻 / 防
(BB: Support Round Attack / Defense)
支援効果:攻撃 / 防御
(Support effect: Attack / Defense)
+20% parent only Recovery bullets grants 3s Attack/Defense Up +.
8 BB・誘導反射弾:炎、氷、雷、神
(BB: Guide Reflection Round Blaze/Freeze/Spark/Divine)
反射誘導
(Reflection induction)
+0% Only works when placed on sphere bullets, and recipe to be reflected must be another bullet. Reflects recipe shot at it to the enemy. Bullets can only be reflected once.
9 BB・連続爆破弾:炎、氷、雷、神
(BB: Continuous Blasting Round Blaze/Freeze/Spark/Divine)
交差消滅解除
(Clash cancel)
+20% parent only Bullet clashing is voided. Must be on all clash modules to be in effect.

Shotgun

BBLV Bullet Mutation Chip OP Effect
1 BB・貫通破壊弾:炎、氷、雷、神
(BB: Destruction Round Blaze/Freeze/Spark/Divine)
多段ヒット
(Multi-hit)
+80% parent only

Parent Bullet inflicts damage multiple times the more parts it passes through. Power is reduced to 60% and maximum modules is reduced by 1. Maximum hits based on Bullet Editor: 6 times. 

2nd: 0.9 of 1st, 3rd/4th 0.8, 5th/6th 0.7

Total damage from parts onwards:

66%, 125%, 178%, 231%, 277%, 323%

(breaks even at 3 part hit) Each of this Mutation Chip takes up double Bullet Module slots.

2 BB・状態回復放射弾
(BB: Abnormal State Recovery Round)
状態異常回復
(Abnormal state recovery)
+20% parent only Recovery bullets heal status effects as well.
3 BB・自衛機雷:炎、氷、雷、神
(BB: Canceller Blaze/Freeze/Spark/Divine)
キャンセラー
(Canceller)
+20% parent only Bullet cancels oracle attacks of Aragami.
4 BB・徹甲散弾:炎、氷、雷、神
(BB: Armor Piercing Round Blaze/Freeze/Spark/Divine)
徹甲化
(Armor piercing)
+50% parent and child Bullet turns all grey/spark and green hit effects into red hit effects. Does not affect red and white hit effects.
5 BB・識別散弾:炎、氷、雷、神
(BB: Identification Round Blaze/Freeze/Spark/Divine)
識別効果
(Discrimination effect)
+20% parent only Parent Bullet will pass through allies.
6 BB・デコイ・炎、氷、雷、神
(BB: Decoy Blaze/Freeze/Spark/Divine)
デコイ化
(Decoy)
+20% Bullet draws Aragami oracle/ranged attacks. Ideally used on control bullets. Bullet will disappear if you go far away from it.
7 BB・支援放射弾:攻 / 防
(BB: Support Round Attack / Defense)
支援効果:攻撃 / 防御
(Support effect: Attack / Defense)
+20% Recovery bullets grants 3s Attack/Defense Up.
8 BB・衝撃弾:炎爆、氷爆、雷爆、神爆
(BB: Shock Round Blaze/Freeze/Spark/Divine)
衝撃弾
(Shock round)
+50% recipe Recipe easily flinches target, however damage is set at 50%.
9 BB・至近距離弾:炎、氷、雷、神
(BB: Close-range Round Blaze/Freeze/Spark/Divine)
距離補正極化
(Distance pool)
+20% recipe Recipe has increased damage the closer it is to the target. Maximum 150% magnification (138% in test chamber non zero distance).