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Datamined weapon abilities for New World

Critical Reload
Landing 3 Headshots with {[StatusEffects.Musket_Pass_HeadshotTracker.BaseDuration]} seconds of each other grants an instant reload.
Called Shot
Increase Musket damage by {[MusketAbilityTable.Passive_Musket_Sharpshooter_DMGIfAim2Sec.BaseDamage * 100]}% if aimed down sight for more than {[MusketAbilityTable.Passive_Musket_Sharpshooter_DMGIfAim2Sec.InActionTime]} seconds.
Greater Accuracy
Accuracy penalty while hipfiring removed.
Empowering Headshot
On successful headshot: Grant Empower, increasing all Musket shot's damage by {[StatusEffects.Musket_Pass_EmpowerOnHeadshot.DMGStandard * 100]}% for {[StatusEffects.Musket_Pass_EmpowerOnHeadshot.BaseDuration]} seconds.
Ballistic Advantage
Removes damage Fall off from standard musket shots on targets more than 50 meters away.
Called Shot Resupply
Standard attack headshots reduce all musket ability cooldowns by {[MusketAbilityTable.Passive_Musket_Sharpshooter_CDROnHeadshot.CooldownTimer * -100]}%.
Hit Your Mark
Increased Headshot and Critical hit damage to target the further the target is away from the player. For a max of {[MusketAbilityTable.Passive_Musket_Sharpshooter_CritChanceDistance.HeadshotDamage * 100]}% at up to {[MusketAbilityTable.Passive_Musket_Sharpshooter_CritChanceDistance.LinearlyScaleToDistance]} meters away.

Does not forgo damage fall off.
Heightened Precision
While aiming, successful hits with a musket grant a stackable 2.5% damage increase. This effect ends when player stops aiming down sight or more than {[StatusEffects.Musket_Pass_Damage_EveryADSShot.BaseDuration]} seconds passes between shots. (Max {[StatusEffects.Musket_Pass_Damage_EveryADSShot.StackMax]} stacks)
Adds an optional 3x zoom view for all musket aim shots. Use Mouse Wheel up and down to zoom in and out while aiming.

Also grants a {[MusketAbilityTable.Ult_Passive_Musket_ZoomHeadshot.HeadshotDamage * 100]}% damage increase to all Headshots.
Salt On The Wounds
+{[MusketAbilityTable.Passive_Musket_Trapper_DMGvsLowHP.BaseDamage *100]}% increased damage to targets below {[MusketAbilityTable.Passive_Musket_Trapper_DMGvsLowHP.TargetHealthPercent]}% health.
Back It Up
Walking/Strafing movement speed Increased by {[StatusEffects.Musket_Pass_WalkSpeedWhileNearEnemy.MoveSpeedMod * 100]}% when an enemy is within 8 meters of player.
Weakened Defense
Increases the stamina damage from standard shots dealt to enemies blocking with shields by {[MusketAbilityTable.Passive_Musket_Trapper_StamDMGPenetrate.BlockDamage * 100]} and deal {[MusketAbilityTable.Passive_Musket_Trapper_StamDMGPenetrate.ArmorPenetration * 100]}% of Armor Penetration to targets that aren't blocking with a shield.
Empowering Weakness
Hitting a target with an active debuff triggers Empower, increasing player's damage to be increased by {[StatusEffects.Musket_Pass_EmpowerOnDebuffHit.DMGStandard * 100]}% for {[StatusEffects.Musket_Pass_EmpowerOnDebuffHit.BaseDuration]} seconds.
After a Dodge: Gain Haste, increasing movement speed by {[StatusEffects.Musket_Pass_HasteOnDodge.MovespeedMod * 100]}% for {[StatusEffects.Musket_Pass_HasteOnDodge.BaseDuration]} seconds.
Tactical Reload
Dodging Reloads the musket. (Can only trigger once every {[StatusEffects.Musket_Pass_DodgeReloadSpamPrevention.BaseDuration]} seconds)
Energy Burst
Atacking a target with an active debuff restores {[StatusEffects.Musket_Pass_StaminaOnDebuffHit.Stamina]} stamina.
Kick 'em When They're Down
Deal {[MusketAbilityTable.Passive_Musket_Trapper_DMGOnDebuffHit.BaseDamage *100]}% extra damage to targets with an active crowd control status effect. (Slow, Root, Stun)
Lethal Combo
Increase Musket damage by {[MusketAbilityTable.Ult_Passive_Musket_StackAbilities.BaseDamage * 100]}% against targets affected by Trapper Tree status effect.

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