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<?xml version="1.0"?>
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      <page pageid="3341" ns="0" title="Recoil">
        <revisions>
          <rev contentformat="text/x-wiki" contentmodel="wikitext" xml:space="preserve">{{Navigation
| nav=[[Main Page]] '''→''' [[Main Page#Game mechanics|Game mechanics]] '''→''' [[{{PAGENAME}}]]
}}

'''Recoil''' is the rearward impulse generated by a firearm when it is fired. In the context of the game, Recoil is a mechanic meant to limit the effectiveness of shooting large amounts of ammunition by introducing gradual decreases in [[accuracy]], corresponding to the amount of recoil generated by that firearm.

Recoil comes into play only when using weapons shooting [[Ammunition|firearm calibers]]. It doesn't apply in any other circumstances.

There are 8 Recoil levels. The Recoil generated primarily depends on the [[Ammunition|caliber]] of the firearm as well as the pressure level of the loaded ammunition. Or in other words; the hotter the ammo, the more it will recoil.

If ammo of multiple different pressure levels is fired during a single turn, the highest pressure level fired (or in other words, the &quot;hottest&quot; ammunition) is considered to apply to all ammunition fired this turn.
* '''-P''' ammunition: Recoil level -1
* '''SP''' ammunition: Recoil level +0
* '''+P''' ammunition: Recoil level +1
* '''+P+''' ammunition: Recoil level +2

Recoil levels of all applicable calibers are listed on the [[Ammunition]] page and on the corresponding individual caliber pages.

= Recoil levels =

Every Recoil level has a limit called the '''accuracy drop threshold''' or '''ADT''', which represents a certain amount of shots that can be fired before losing accuracy. If you shoot more shots than the ADT allows for the current Recoil level, it is called '''going/passing over ADT''', and you will sustain maluses for the entire string of fire. It is also possible to '''go over ADT twice''', if the amount of shots fired is more than double the listed ADT; in which case you will sustain a second, harsher level of penalties.

For example, at Recoil 1, ADT is 12 shots, meaning that you can fire between 1 and 12 rounds without maluses. This may also be referred to as the ''accuracy window''. If you shoot between 13 and 24 rounds, you are '''going over ADT''' (sometimes shortened to '''1 pass''' as in the table below) and thus receive the first level of penalties. Lastly, if you shoot 25 rounds or more, you are '''going over ADT twice''' (shortened to '''2+ pass''') and thus receive the second level of penalties. The effects do not stack; you receive either no effects, the 1 pass effects or the 2+ pass effects depending on the amount of shots fired.

If, after calculating all modifiers, Recoil were to exceed 8 or drop below 1, treat it as 8 or 1, respectively.
* NOTE: If your weapon is equipped with both a [[Weapon accessories|muzzle brake and a scope]], the brake limits the weapon's maximum Recoil to 6. In this case, if Recoil were to exceed 6 after applying all modifiers, it is treated as 6.

{| class=&quot;wikitable&quot; style=&quot;font-size:10pt; text-align:center&quot; width=&quot;1000&quot;
|-
| ''Recoil level'' || ''Name'' || ''ADT'' || Accuracy window || ''Effects (1 pass)'' || ''Effects (2+ pass)''
|-
| '''1''' || Negligible || 12 shots || Shots 1-12 || (Shots 13-24) [[IR]]+1 || (Shots 25+) [[IR]]+1
|-
| '''2''' || Low || 10 shots || Shots 1-10 || (Shots 11-20) [[IR]]+1 || (Shots 21+) [[IR]]+2
|-
| '''3''' || Medium || 8 shots || Shots 1-8 || (Shots 9-16) [[IR]]+1 || (Shots 17+) [[IR]]+3
|-
| '''4''' || Heavy || 6 shots || Shots 1-6 || (Shots 7-12) [[IR]]+2 || (Shots 13+) [[IR]]+3
|-
| '''5''' || Punishing || 4 shots || Shots 1-4 || (Shots 5-8) [[IR]]+2 || (Shots 9+) [[IR]]+4
|-
| '''6''' || Brutal || 3 shots || Shots 1-3 || (Shots 4-6) [[FT]]+1, [[IR]]+2 || (Shots 7+) [[FT]]+1, [[IR]]+4
|-
| '''7''' || Extreme || 2 shots || Shots 1-2 || (Shots 3-4) [[FT]]+1, [[IR]]+3 || (Shots 5+) [[FT]]+1, [[IR]]+6
|-
| '''8''' || Insane || 1 shot || Shot 1 || (Shot 2) [[FT]]+1, [[IR]]+3 || (Shots 3+) [[FT]]+2, [[IR]]+6
|}

[[Category:Game mechanics]]</rev>
        </revisions>
      </page>
      <page pageid="4253" ns="0" title="Recoil Control Stance">
        <revisions>
          <rev contentformat="text/x-wiki" contentmodel="wikitext" xml:space="preserve">{{Navigation
| nav=[[Main Page]] '''→''' [[Main Page#Game mechanics|Game mechanics]] '''→''' [[Abilities]] '''→'''  [[{{PAGENAME}}]]
}}

The '''Recoil Control Stance''' (or '''RCS''') is an ability and a combat technique. 

== Description ==

&quot;Recoil Control Stance&quot; is an umbrella term for all kinds of stancing, body and hand positioning techniques aimed at maximizing recoil mitigation when using fully-automatic firearms.

== Requirements ==

This ability is not initially available and must be unlocked. To unlock this ability, your character must reach '''Expert level''' in any of these [[Skills|combat skills]]: Automatic pistol, Automatic rifle, Automatic shotgun. Reaching this level in any of these skills also unlocks [[Hyper Burst]], the equivalent technique for burst-fire firearms.

Once unlocked, to be able to perform this combat technique, your character must be equipped with the following:

* A [[Weapon|firearm]] capable of using '''full-auto''' mode. 

== Use ==

If you meet the skill and weapon requirements, you can perform RCS, which will result in the following:

* Depending on the [[Recoil]] level of your weapon and ammunition, your '''Accuracy Drop Threshold''' increases by a certain number of shots, allowing you to shoot more rounds before losing accuracy due to Recoil.

{| class=&quot;wikitable&quot; style=&quot;font-size:10pt; text-align:center&quot; width=&quot;400&quot;
|-
! Recoil level !! ADT increases by
|-
| '''1&lt;br/&gt;2''' || +4
|-
| '''3&lt;br/&gt;4''' || +3
|-
| '''5&lt;br/&gt;6''' || +2
|-
| '''7&lt;br/&gt;8''' || +1
|}

[[Category:Abilities]]</rev>
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