Skip to content

LOK-1 Executioner Overclock Breakpoints (Hazard 6x2, 4 Players Scaling)

Important Upgrades:

  • Tier 1: Damage vs. Ammo (+6 Damage) (+72 Ammo)
  • Tier 3: Electro-Chemical Rounds (+20% Damage to Burning Targets, +20% Damage to Electrified Targets, Stacks)
  • Tier 5: Electric Generator Mod (Triple-Locked Targets are Electrified) vs. Unstable Lock Mechanism (+20% Damage to Fully Locked Burst)

Grunt, Guard, and Slasher Shot Count

Assumptions

  • Assumes all weakpoint shots hit.
  • Assumes enemies are not electrified or burning, except when inflicted by Electric Generator Mod.

Death to Electric damage is denoted by +E. Fully locked bursts fired by Unstable Lock Mechanism denoted as FB; partial bursts denoted as PB.

Build Grunt Head Grunt Body1 Guard Head2 Guard Body Slasher Head Slasher Body
1XXX2 dmg, ULM 2FB / 2PB 4FB / 4-5PB 4FB / 6PB 10FB / 12PB 2FB / 4PB 6FB / 7PB
1X1X1 dmg, EGM 2 4 / 3+E 5-6 10 3 6
2XXX2 ammo, ULM 2FB / 3PB 6FB / 6-7PB 5FB / 8-9PB 13FB / 16PB 3FB / 5PB 8FB / 9PB
2X1X1 ammo, EGM 3 5 / 4+E 5-7 13 / 12+E 4 / 3+E 7

Interesting Notes:

  • Variable Electric tick rates cause highly inconsistent ammo consumption; fortunately this only slightly impacts TTK.

Spitters and Weak Mactera Shot Count

Assumptions

  • Assumes all weakpoint shots hit.
  • Assumes enemies are not electrified or burning, except when inflicted by Electric Generator Mod.

Death to Electric damage is denoted by +E. Fully locked bursts fired by Unstable Lock Mechanism denoted as FB; partial bursts denoted as PB.

Build Web Body Acid Head Acid Body Spawn WP Spawn Body Brundle WP Trijaw WP Trijaw Body
1XXX2 dmg, ULM 2FB / 2PB 2FB / 3PB 5FB / 6-7PB 2FB / 4PB 9FB / 10PB 7FB / 12PB 3FB / 6PB 13FB / 16PB
1X1X1 dmg, EGM 2 2 5 / 4+E 2 8 / 7+E 6-7 3 12 / 11+E
2XXX2 ammo, ULM 2FB / 3PB 2FB / 4PB 6FB / 7-8PB 3FB / 5PB 11FB / 13PB 12-13FB / 17PB 4FB / 7PB 17FB / 20PB
2X1X1 ammo, EGM 2+E 3+E 6 / 5+E 3 / 3+E3 9 8-104 / 9+E 4 15 / 14+E

Interesting Notes:

  • All three of these Mactera have a 50% Electric weakness.

Big Targets Shot Count

Assumptions

Assumes a relatively high percentage of weakpoint shots hit (est. ~15% margin of error). Exact breakpoints are not particularly helpful against some enemies as, in a practical situation, hitting every single shot on a weakpoint is extremely rare. As it is relatively uncommon for enemies to be ignited and electrocuted simultaneously, except for one special case noted below, stacked breakpoints will only be provided for Electric Generator Mod builds.

Ignition is denoted by (F); electrocution is denoted by (E). For simplicity, assumes all Unstable Lock Mechanism shots are in full bursts.Enemies ignited by Burning Hell's fire cone or (for ULM builds) electrocuted by GK2's Electrifying Reload for minimal additional damage.

Enemy 1X1X2 dmg, ULM 1X1X1 dmg, EGM (E) 2X1X2 ammo, ULM 2X1X1 ammo, EGM (E) Notes
Praetorian 28 / 22 (F) / 22 (E) 26 (E) / 21 (E+F) 35 / 27 (F) / 27 (E) 33 (E) / 26 (E+F)
Oppressor 33 / 30 (F) 39 (E) / 35 (E+F) 42 / 38 (F) 50 (E) / 45 (E+F) immune to Electric
Warden (organ) ~14 / ~8 (F) / ~12 (E) ~13 (E) / ~12 (E+F) ~17 / ~12 (F) / ~14 (E) ~20 (E) / ~15 (E+F) Wardens flinch, making landing bursts difficult
Menace ~18 / ~12 (F) / ~13 (E) ~16 (E) / ~13 (E+F) ~20 / ~15 (F) / ~16 (E) ~20 (E) / ~15 (E+F) Menaces will flinch
Goo Bomber 23 / 14 (F) / 15 (E) 23 (E) / 13 (E+F) 35 / 22 (F) / 24 (E) 33 (E) / 24 (E+F) sacks pop after 3 bullets; weak to fire, but not Electric
Grabber ~7 / ~5 (F) / ~6 (E) ~8 (E) / ~6 (E+F) ~9 / ~7 (F) / ~8 (E) ~9 (E) / ~7 (E+F) difficult but possible to land a full burst on WP; status effects make threshold more forgiving and keep Grabber idle for longer
Breeder 20 / 16 (F) / 16 (E) 18 (E) / 15 (E+F) 24 / 19 (F) / 20 (E) 24 (E) / 19 (E+F)
Patrol Bot 11 / 9 (E) 11 (E) 14 / 11 (E) 14 (E) 30% Electric weakness
Bulk (WP's) 48+74 / 48+34 (F) / 48+34 (E) / 48+ ~5 (E+F) 48+68 / 48+31 (E+F) 48+104 / 48+50 (F) / 48+50 (E) / 48+ ~17 (E+F) 48+96 / 48+46 (E+F) it takes more than one 8-bullet burst to pop a weakpoint; assumes all bursts that pop WPs are still full 8-bursts; simultaneous ignition achieved with Hellfire + Electric Trail mod
Bulk (IFG'd, WP's) (I) 48 (I) / ~38 (I+F) 48+24 (I) / 42 (I+F) 48+10 (I) / 48 (I+F) 48+31 (I) / 46 (I+F) IFG overrides Electric status
Shellback (rolled) ~22 / ~24 (F) ~32 (E) / ~26 (E+F) ~36 / ~28 (F) ~48 (E) / ~36 (E+F) depends highly on armor RNG; immune to Electric status
Shellback (eyes) N/A N/A N/A N/A unless you have a height advantage, very difficult to reliably hit eyes
Youngling (rolled) ~6 / ~3 (F) ~6 (E) / ~5 (E+F) ~7 / ~4 (F) ~7 (E) / ~5 (E+F) depends highly on armor RNG; immune to Electric status

Interesting Notes:

  • While most enemies have neither an Electric nor a Fire resistance/weakness, the Fire DoT typically does more damage on its own than Electric does, so ignited bugs will often die in fewer shots than electrified bugs

Conclusion

EGM builds are marginally better against smaller stuff. The Electric DoT helps chip them down faster and sooner than ULM can. The slow from Electric can also be quite helpful against quick moving targets like Praetorians, and can keep Grabbers off your back longer than they otherwise would be.

The main reason to take ULM is Bulks and Dreads. Dreads have Electric resistance, so there's no contest there. Against Bulks, there are plenty of team-wide options for consistently proccing both Electric (or IFGs) and Fire; almost any team worth their salt is likely to have one or the other, and more often than not they'll have one or more of each. In this department, the difference in ammo consumption and TTK between ULM and EGM is a gulf. If your team is bringing a Volatile Bullets gunner to be the designated Bulk shredder, you can take EGM and your conscience will be scot-free; but if you're the main weakpoint hammerer, you'll dearly miss having ULM.


  1. Consistency against lightly armored enemies depends largely on Armor Break. If one shot in the burst breaks an armor plate, the burst will usually consume one less ammo as long as one or more additional bullets in the burst hit the exposed plate. 

  2. LOK-1 interacts strangely with guard heads. I'm unsure what the exact issue is, but if you attempt to kill them in two partial bursts, you have a small chance of your burst consuming an extra bullet. With Electric Generator Mod, this makes sense, as it's unlikely the LOK-1 takes into account Electric DoT ticks when calculating whether or not to spend another bullet; I have no idea why this happens with Unstable Lock Mechanism. 

  3. If you are unlucky enough to hit a Spawn's leg with one bullet, the Electric proc will finish it off regardless. 

  4. It is possible but difficult to kill a Brundle in one WP burst; it is likely that a few bullets will hit a leg or the wrong armor plate. 


Last update: 2022-09-12 18:59:58