Fine 2 slots Conditional
RUN & RELOAD
+50% move speed when reloading
What it does
Calculated, but only while the stated condition holds.
| Stat | How it scales | Source |
|---|---|---|
| Move speed while reloading | Diminishing curve on copies · only while reloading | C_Joker_RunAndReload |
Curve
C_Joker_RunAndReload
| Copies | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|---|
| Value | 0 | 275 | 550 | 770 | 990 | 1185 | 1380 | 1545 | 1710 |
How the game resolves it
Every effect is gated the same way: F_GetJokerEffects checks that the
item is in this card's availableOnItems list, then returns
copies × value. This card's value is 1.
Resolved in BP_Item ubergraph.
Raw record
Show the extracted row
{
"id": "jokerRunAndReload",
"value": 1,
"rarity": "rare",
"requiredAmountSlots": 2,
"maxAvailable": 6,
"buyPrice": 300,
"sellPrice": 150,
"associatedChallenge": null,
"availableOnItems": [
"itemDualRevolver",
"itemLongRanger",
"itemPistol",
"itemQuadCylinder",
"itemShotgun",
"itemWinchester"
],
"isEnabled": true
} Stacking
The game allows 6 copies on one item. Mild taper from the third copy; it keeps paying longer than most.
Move speed while reloading by copies
Show as a table
| Copies | Move speed while reloading |
|---|---|
| 0 | 0% |
| 1 | +50% |
| 2 | +100% |
| 3 | +140% |
| 4 | +180% |
| 5 | +215.5% |
| 6 | +250.9% |
| 7 | +280.9% |
| 8 | +310.9% |
| 9 | +310.9% |
| 10 | +310.9% |
| 11 | +310.9% |
| 12 | +310.9% |
| 13 | +310.9% |
| 14 | +310.9% |
| 15 | +310.9% |
This card on its own on the Dual Revolvers, out to 15 copies. Assumes reloading. The equip screen stops at 6; copies picked up during a run stack past it.
Worth taking 3 copies. Effects are strictly per player, so a spare beyond that is worth more to a teammate who has none .
How to get it
- Bought in the joker shop
- Can appear when gambling
- Drops as loot during a run
- Drops in solo play
- Can be dropped and passed to a teammate