Fine 2 slots Computed
SLOW AND STEADY
Gain +25% accuracy, but -10% attack speed
What it does
The numbers below are calculated from the game files.
| Stat | How it scales | Source |
|---|---|---|
| Accuracy | Diminishing curve on copies | C_Joker_SlowAndSteady_Accuracy |
| Attack speed | Diminishing curve on copies | C_Joker_SlowAndSteady_FireRate |
Curve
C_Joker_SlowAndSteady_Accuracy
| Copies | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Value | 0.25 | 0.5 | 0.6 | 0.7 |
C_Joker_SlowAndSteady_FireRate
| Copies | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Value | 0.1 | 0.2 | 0.25 | 0.3 |
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.F_GetWeaponSpreadAngle + F_GetAttackSpeed.
Raw record
Show the extracted row
{
"id": "jokerSlowAndSteady",
"value": 1,
"rarity": "rare",
"requiredAmountSlots": 2,
"maxAvailable": 2,
"buyPrice": 300,
"sellPrice": 150,
"associatedChallenge": null,
"availableOnItems": [
"itemDualRevolver",
"itemMinigun",
"itemPistol",
"itemQuadCylinder",
"itemShotgun"
],
"isEnabled": true
} Stacking
The game allows 2 copies on one item. Both halves bend at the same point. Past two copies you are paying full slots for a quarter of the accuracy.
Effect by copies
Show as a table
| Copies | Accuracy | Attack speed |
|---|---|---|
| 0 | 0% | 0% |
| 1 | -25% | -10% |
| 2 | -50% | -20% |
| 3 | -60% | -25% |
| 4 | -70% | -30% |
| 5 | -70% | -30% |
| 6 | -70% | -30% |
| 7 | -70% | -30% |
| 8 | -70% | -30% |
| 9 | -70% | -30% |
| 10 | -70% | -30% |
| 11 | -70% | -30% |
| 12 | -70% | -30% |
| 13 | -70% | -30% |
| 14 | -70% | -30% |
| 15 | -70% | -30% |
This card on its own on the Dual Revolvers, out to 15 copies. The equip screen stops at 2; copies picked up during a run stack past it.
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