Galvanized Acceleration is the Galvanized variant of

Stats[]
Rank | Projectile Speed/Beam Length | Additional Projectile Speed/Beam Length On Kill | Max Bonus | Cost |
---|---|---|---|---|
0 | +2.7% | +2.7% | +8.1% | 2 |
1 | +5.5% | +5.5% | +16.5% | 3 |
2 | +8.2% | +8.2% | +24.6% | 4 |
3 | +10.9% | +10.9% | +32.7% | 5 |
4 | +13.6% | +13.6% | +40.8% | 6 |
5 | +16.4% | +16.4% | +49.2% | 7 |
6 | +19.1% | +19.1% | +57.3% | 8 |
7 | +21.8% | +21.8% | +65.4% | 9 |
8 | +24.5% | +24.5% | +73.5% | 10 |
9 | +27.3% | +27.3% | +81.9% | 11 |
10 | +30% | +30% | +90% | 12 |
Acquisition[]
This mod can be bought from the Arbitrations vendor in the Arbiters of Hexis room in Relays for 20 Vitus Essence.
Notes[]
- When the buff times out, one stack is lost and the buff duration resets.
- Only kills from a weapon equipped with this mod will give stacks, and only the weapon equipped with this mod will benefit from the buff. If equipped on both a normal weapon and an Exalted Weapon, it will affect both weapons.
- Kills from status procs from a weapon equipped with this mod will give stacks.
Sinister Reach will not be affected by this mod as it gives a flat beam length increase after percent bonuses.
Trivia[]
- Currently, there are no Galvanized counterparts of this mod for primary rifle/primary beam weapons, nor secondary/secondary beam weapons (there are no Galvanized variants of
Terminal Velocity,
Sinister Reach,
Lethal Momentum and
Ruinous Extension).
- Similarly, while primary rifles and secondaries have access to
Galvanized Scope and
Galvanized Crosshairs, both of which are Galvanized variants of
Argon Scope and
Hydraulic Crosshairs, primary shotguns do not have a Galvanized variant of
Laser Sight, which functions identically to the two mods mentioned (but grants a slightly lower critical chance bonus). It is unknown why Laser Sight, while also being a mod that dropped from the Acolyte Torment in the past, did not receive this treatment.
- Similarly, while primary rifles and secondaries have access to
- Interestingly, this mod combines the effects of two mods, namely
Fatal Acceleration and
Sinister Reach into one, granting bonus projectile speed and beam length, whereas the former (the mod that Galvanized Acceleration is based on) offers only bonus projectile speed.
- This may be because the developers did not want to create an extra Galvanized range mod for beam shotguns (like the
Phantasma) and thus simply combined both effects into one mod.
- Galvanized mods were released in batches of 3 for each weapon type they were made for (primary rifles, primary shotguns and secondaries), and since the other two slots for Galvanized shotgun mods were taken up by
Galvanized Savvy and
Galvanized Hell, it is possible the developers decided to combine the two shotgun mods mentioned into one, to avoid making an extra Galvanized mod for primary shotguns.
- Galvanized mods were released in batches of 3 for each weapon type they were made for (primary rifles, primary shotguns and secondaries), and since the other two slots for Galvanized shotgun mods were taken up by
- This may be because the developers did not want to create an extra Galvanized range mod for beam shotguns (like the
Patch History[]
Update 30.5 (2021-07-06)
- Introduced.
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5 comments
Does this multiply range before or after Sinister Reach?
Looks like Sinister Reach is added separately from the % increase.
Expected Phantasma length if separate is (20 * 1.9) + 12 = 50
If synergistic (20 + 12) * 1.9 = 60.8
In the simulacrum, a spun up phantasma didn't start generating damage numbers until the tagged enemy was at or under 50 meters.
Between this or sinister reach? (for phantasma,phage,etc)
On a Phantasma, this is unreal. No competition.
Better off with Sinister Reach. That one gives 12 meters without having to stack. Galvanized Acceleration gives +6 meters base, after 1 kill it's +12 meters and after another it's maxed at +18 meters.
So you can think for yourself whether range is an issue and if you want to have to stack it up.
With Sinister Reach you have 32 meters of range. With Galvanized Acceleration you have 26 meters of range. Then 32 after 1 kill and 38 after another. The difference between 32 and 38 is noticable only in open world areas. But then the amount of enemies spawning is usually failry low, so you're going to be stuck with low range every time you move to a new area or even in a single area where you're waiting for something.
Yeah, but it's an exilus slot. Competition with Primed Shotgun Ammo mutation sadly means this isn't getting used.
Insane with Phantasma base 20m range, added with this (+90%) means 38M. Not sure if this is really worth it over just plain sinister reach but if it helps it means 32m of range. That is still fairly long range with no on kill effect. Not that anyone would complain because the gun itself is already disgustingly strong
Oh btw
any beam weapon with >14m beam length should use this mod rather than sinister reach
Unless you are using kitgun I think almost all beam weapon benefited from this mod more than sinister reach
Well, the thing is, this mod is shotgun only so Ignis, Glaxion, and the like aren't getting extra range
This thing isn't even that great on the Phantasma. So saying everything over 14m should use this one is just plain cooky. Sinister reach gives flat 12m extra range. In nearly any tileset other than open world 32 meters is going to make sure you can hit enemies everywhere. Plus it doesn't fall off. It's always active. GA starts with +6 on Phantasma and needs a kill so you have the same range as sinister reach for 10 secs. Meh.
In a world where shotguns aren't limited by mod capacity, yeah, you'd use this on all weapons, but as it is you might simply run out of space even with a fully forma'd shotgun. Plus for beam shotguns Sinister Reach shares naramon polarity with ammo mutation/vigilante supplies, silent battery, and lock and load, which gives you a lot of versatility, while madurai pretty much locks your exilus slot to Fatal/Galv Accel.
Tenet Arca Plasmor is very pleased with this.
YES
A little sad shotguns got this instead of a crit mod like the pistols and rifles did
I know shotguns overall do better damage but, independent of balance or whatever else, i dont really care im still gonna be a little sad about it
Is this one of the gaslvanized that doesnt work on projectiles right now?
Man OP, I feel you. I have a despair riven with really good stats outside of its atrocious -81.3% projectile speed, when I saw this got added I was very disheartened that sidearms missed out on something that would have been as helpful as this. I feel thrown weapons are in desperate need of projectile speed mods other than lethal momentum (even outside of my very specific case). Oh well, maybe we'll get a sidearm variant on the next batch of Galvanized mods (if they ever come). One can only hope.
They buffed Critical Deceleration already, it's at 200% crit chance over -20% fire rate
On the bright side, the insane effective range this mod provides allows shotguns with Seeking Fury to obliterate entire corridors of enemies.
While it does not increase raw damage, its an exilus mod that inmproves the weapon's ability to spread and even multiply its DPS output across multiple targets.