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Item Database - Gamma Ejector

Gamma Ejector Icon #31807 The bulk of this machine gun comes from the gamma ray generator that is used to power the weapon. The gun is able to generate focused blasts of gamma ray radiation that cause horrible wounds. The generator has been specially designed so that it is able to quickly generate bursts of these gamma rays. Despite the bulky look, the gun is quite light weight and can be wielded in both hands.
[NODROP][SPECIAL]
Flags Visible, Has Multiple Count, No Drop
Can Carry, Wear, Burst
Patch 13.4 13.6 15.0.1
QL
68
Change QL:
Type Weapon
Slot Right hand, Left hand
Value 200000
Equip time 3s
Attack time 1s
Recharge time 3s
Range 20 m
Clip 80 - Energy ammo
Damage 14-215 (78) - Radiation AC
Burst 1548
Initiative skill Ranged init
Mass 4.2kg
Multi melee 0
Multi ranged 495
Damage View this weapon in the Damage Calculator
Defense skills
Dodge ranged 100 %
Attack skills
Smg 100 %
Requirements
To Equip User Smg >= 278 and
User Burst >= 210 and
User Level >= 41
Comments
Sanctus @ 2002-07-31 12:12
1. Where to get one ? : Team Missions / Named Boss / GM ? :D
2. Could there 1 or 2 more QLs of this please, so as to extrapolate all other QLs ?
hawkey @ 2002-08-01 21:03
I belive they are found in the foremans dungeon, they are dropped by the bodyguards!
Jokan @ 2002-09-11 01:41
Yes, they are dropped by BodyGuards in the very bottom of the Foreman's Dungeon (Longest Road). They are nodrop so be sure to ask any non-fixers in the party not to touch any Gamma Ejectors in their loot! Apparently they are so effective that no other weapon should be considered until around level 80. Whether or not they should be dual-equipped is another question. Anyone have any thoughts on that one?
tantalin @ 2003-01-18 07:18
I do! The Gamma Ejector is a wonderful weapon, howver dual-equipping them is hard as the multi-ranged is 495. I do have two and have not tested the damage output, but overall there are issues with multi-ranged. There are several posts on the Anarchy Online Fourms about this and I don't know if they have been adjusted or not. On another note, there are other items in Foremans that are NODROP, so keep an eye out. I saw some Doctor only (tank armour?) that was NODROP, but I don't know if it's any good. There may be other items there as well.
moonshade @ 2003-02-10 20:10
Well, the tank armors you find here are also NODROP, but I think they are locked to the profession Enforer. I heard these Tank armors are great, and anyone that have picked it up and delete it (it has no use to others cause its NODROP and profession restricted), makes every enforcer cry.
Eilhan @ 2003-04-22 22:13
There is a Doc-only tank armor called "Combat Medic's Light Tank Armor" and an enforcer-only tank armor called "Assault-class Tank Armor". I'll leave it to you to search for them here. The Enforcer one drops off the Bodyguards, the Doc one I can't remember who dropped (Found one while soloing with my NT. Go figure!) but possibly the repressors in there. On a side note, the Enforcer armor doesn't have to be worn to get the 2k absorbtion shield, it's enough to have it in your inventory and use it, so you can wear a better one at higher lvls, and still get the shield.
chaosgyro @ 2003-06-09 19:30
Also a side note: it IS worth the multi-ranged requirement to wield two of these. You'll be a living god...at least until lvl 100 or so.
Sparky @ 2003-09-19 18:06
dual equipping this lowers the dmg output and at the tzime you could dualwield this you can use a much better Chemical Mausser or a Kerans or if you can get one a Manex! the Combat medic#s light tank armor is dropped by the bodyguards as well as the assault-class tank armor
Nallekotten @ 2004-03-10 18:35
You can easly dualwield this if you
1. Max you multi ranged
2. Have a few bucks over for imps
3. Even easier if you kill abmouth for the nice ring down there
Minokhoon @ 2004-10-24 02:37
Which ring?
panyakun @ 2005-01-05 17:18
which is better. this, or a Sol Chironis D14? the other gives a nice run speed bonus, fires faster, but seems to have less dmg output... anyone have any thoughts?
BlazerXXXXXX @ 2005-02-03 03:04
Just an FYI about multi wielding these. The best SMG in the game as of this posting is the "Kyr'Ozch Machine Pistol - Type 5" acording to this thread "http://forums.anarchy-online.com/showthread.php?t=330603". It is multi weildable, and though I cant remember the thread on it multi wielding two of the same weapon at a 1/1 attack rate yeaild 1.33 times teh damage of wielding one alone. The rate on that gun is 1.2/1.2 and this site says that setting the def/agg bar to full agg at the minimum equip recs will make it 1/1. http://users.adelphia.net/~chronita/index.htm. So in my own stupid opinion, dual wielding these isn't that bad a choise as stated above, and infact raises not lowers your dmg rate. You'll wanna have multi wield in the endgame anyway. So IP spent in multi wield isn't realy waisted.
Mergai @ 2005-04-19 13:13
Is this weapon worth all the trouble at lvl 35 u can use a QL 100 Chemical Streamer and the dual on this weapon is quite high?
asche @ 2005-04-26 08:42
Mergai, I think 1/3 speed of gamma is better than 3/1 of chem mausser's. You'll be firing faster -> more dmg.
Mallor @ 2005-04-27 17:26
Lol...*3* shows u'r special attack recharge speed...so with 1/3 u have slow Burst recharge...3/1 is better...it dosnt inficlt overall attack speed..
Example : 2/4 = 4/2....same attack...but with 4/2 u have faster Special attack recovery !!
Being @ 2005-05-19 13:35
If I've understood correctly, initiatives are twice as effective on recharges though.. so, not counting any specials, 1/3 is actually faster than 3/1 (provided you have more than initiative for the weapon.. :P)
houserocker @ 2005-07-09 15:34
Being is correct, ranged initiative affects the recharge rate twice as much as attack, so a weapon with 1/3 will be faster than 3/1. As for the special recharge, Aim Shot is based on recharge speed, but burst is not. Burst is based on the number listed in Auno profiles called "Burst recyle". On this page it is listed as simply "Burst" and looks a bit strange...however based on the number it has a fairly quick burst charge. To decrease the burst cycle, you only need more burst skill.
stanton @ 2005-07-13 16:16
In answer to Minokhoon the ring is called Jugglers Treat.

With the GE at lvl 60 i was getting a burst every 60 seconds. Which i thought personally was pretty slow. I'd read about the chemical mausser having slow burst cycles and i was getting 40 seconds in subway with mine so when i upgraded to GE expected it to be somewhat faster.
Greldik @ 2005-08-26 20:37
I'm going to be farming bodyguards to get a couple of these - I always thought they were fixer only, but they'll go with my MP nicely!
dienursleep @ 2005-10-03 07:13
what dyna boss drops this also since the last patch
xxxThanosxxx @ 2005-11-16 05:11
GE multi-wielded with Illicit Laser Backup = pwnage! neither of which I had to twink into, just implants and regular fixer self-buffs, I pull hate from everyone EXCEPT the people with Stygians. Yea I know thats a lot of people, but if I actually buffed into a higher QL laser backup I doubt I'd have much trouble at all. 60sec burst cycles, average dmg between the two is about 340, lowest critical I've seen was mid 600 and most are upper 800s (oh yea, they like to critical too) another few lvls (57 now) and I should be able to easily raise multiranged making Dual GEs capable @60, I'm 120 skill short and its a long ways from lvl cap. So anyways, using that formula from the fixer guides to determine your actual dmg range, mine came out to (81-889). Thats not bad at all =)
Msauss @ 2006-03-21 14:09
I don't think it'll be much better than perennium beamer.
At lvl 60 in ToTw, I OD'd a whole froob team againest lien with a ql 104 beamer I think I had at the time.
But still good for froobs
mosnami @ 2006-03-25 16:17
Dual-weild this thing will cost some Ip. I suggest mix-and-match other smg.
noir1991 @ 2006-06-21 17:34
per is different since GE u can dual wield
rattjamann @ 2006-11-08 13:29
this is a good froob gun, and for u that dont see that... let me explain.. this one had the same concept as the CDR (costom desert reet), it has no max benefitial skill cap.. so.. it just keeps getting better ;) something to thinkabout eh? but change to BB when ur able and can get hold of em.
Shiare @ 2006-11-12 19:55
BB's are always good choices. Only only problem is you'll need to be level 100+ to keep BB's from going OE and an OE BB is probably worse or equal to a non-OE GE. Even though you can dual weild BB's, chances of getting them are slim compared to GE's and OE is always bad when the GE will not be OE. After level 150 though, GE's start to become better than BB's because BB's have a 1000 max beneficial skill (MBS), GE's don't have any MBS at all and so GE's never max out on damage pontential. No MBS is probably the biggest advantage GE's have and is probably why the dual weild req. is so high.
Shiare @ 2006-11-12 19:58
oh by the way my above statement is based on froobs since they can't use Kyr'Ozch's and probably can't keep BBB's from going OE, that's if they can get them on...for paying customers, there are better options at higher levels, so yeah GE's don't mean much to them after level 60 or so.
Sferykal @ 2006-11-13 11:23
Shiare, Blinded Blackbirds have a MBS of 1250, which is the gun froobie fixers will definitively use at TL5 levels (dualwielded). You would need an AR of like 2500 to get anywhere near the _normal_ damage a BBB at 1250 AR is doing, using GEs. Furthermore, with the skills you need to get a BBB on your burst recharge will be about 4 times faster compared to a GE.

Froobies probably can dualwield GEs at level 60, but it's questionable if this is of real benefit, or more of an IP waste (you would need to max out multi ranged skill).
EvulPerson @ 2006-11-30 23:22
i Rolled one of these yesterday... didn't quite know what it was, so thats how i got here... it was around level 33 rolls. fyi.
Vannel @ 2007-01-15 23:46
@ houserocker @ 2005-07-09 15:34

The burst recharge is determined by the recharge time and the burst cycle given by auno.
I think the formula is something like (Weapon Recharge x 20) + (Burst Cycle/100) - (Burst skill/25) (capped at 8s)
So the burst recharge on the gamma at when you can equip it is about 62s, needing 1675 burst to cap.
The burst recharge on the chemical streamer (with equivalent burst skill) is about 27s, with 800 to cap it.
Shiare @ 2007-09-21 20:40
Been a while since I read this page, but Sferykal, my statements where geared towards A BlackBird (BB) verse a GE, not Blinded BlackBirds (BBB's as I call them).....the damage multiplier is the main thing that gives GE's an edge as they don't cap on damage ever....while BB's cap at 1000 AR. that means BB's don't benefit from having 2000+ AR at all, but GE's will as their damage multiplier will continue to climb as you level and only thing that hurts GE's then is the diminishing returns formula on damage past 1200 AR...clearl though GE's will benefit from a 3x damage multiplier before the diminishing returns formula kicks in hard and make damage gain minimal. The BB's will never reach a 3x damage multiplier ever and that allows GE's to creep closer in damage to the BB's. Since they will both be equally fast at 1/1 as well that cancels out a bit considering by the time you can dual weild 2 BB's you should have enough ranged initiative to go full Def slider and still be 1/1 on GE's as the only thing you have to lower is the 3 second recharge (that's easy). But the GE's have a faster burst recycle and higher critical damage over BB's...so again as you level, the GE's will gain effectiveness while all other MBS capped weapons will come to a halt on AR and damage multiplier.

This is what I was thinking about when I made those other post....and I was thinking about level 100ish....150+ only came into mind because I figure that's about when you should start seeing a noticeable increase in GE damage again due to the attack multiplier getting larger.

No where did I mention a Blinded blackbird and for good reason...they are superior to both GEs and BB's....however, it's like what? 3 - 5% of the population who has, can afford or will ever get their hands on BBB's....so it's not like they are the norm here....they are the rare exception. I mean it's not like even 50% of level 150+ players will have BBB's....it's more likely people will still have BB's rather than dual wielding BBB's.
agpecko @ 2007-11-19 20:42
owned.
omghai2u @ 2008-04-15 03:52
WALL OF TEXT
pallux @ 2008-09-08 07:17
Shiare - BBB's are way cheaper and way more common than lower ql BB's.
pyroathiest @ 2008-12-09 23:35
@Shiare...
Pallux is right, BBBs cost about 2 mill at the most. Also, from your first post, where you said 100+ is needed to keep BBs non oe, thats BS. Froob enforcers can get on howlets/panthers before level 60, and keep them non oe selfbuffed. I know that fixers get worse buffs/buffing armor, but I did the calculations for a level 75 froob fixer, and with some twinking, a ql 100 BB would be simple, and a ql 101 would possible, and maybe even a ql 102. Also, speaking as someone who has a twinked level 49 froob fixer with a GE....they suck. They are really slow, the burst recharge is slow, and their damage sucks because of the really low min damage. My level 24 doc with a neleb rod can od my fixer 5 times over. If your not a froob, go with a peren. If you are a froob, get on a BB pronto, no matter what level you are, or what your SMG skill is, a ql 100 BB will EASILY od a GE (remembering that froobs can not get above ~1700AR, and thats for traders only).
pyroathiest @ 2008-12-09 23:36
Additionally, by the time you have enough AR to make the GE do decent damage, you should be able to dual wield BBBs, making the whole discussion about whether a GE could od a BB completely irrelevant.
whitenight @ 2010-07-10 17:53
Around level 60-80 there are not a lot of options for SMG froobies, this alone makes the GE a perfectly viable levelling weapon

Based on the damage calculator (after entering appropriate values for a level 60 fixer) a GE puts out about the same DPS as a ql 100ish MCS with the added bonus that it checks against Rad AC.
At any level a GE with a Russian Good Day would be a strong contender for damage until you can get on a pair of GEs

Dual Wielding:
Definately a high requirement but imo worth it. Based on 300 ranged init equipping a second GE will increase fire rate by around 46% - putting the combo above almost all other froobie friendly weapon loadouts in terms of DPS

Thanks to the recent comp nano love its at least a little easier now. Just achieved this as a level 60 froobie fixer with help from my awesome org leader and i plan to keep hold of them until i can afford a BB or two. Dual weilding these should be a relatively simple job and very effective for those lvl 65-70 if you feel you can afford the IP

-Sardines, RK2, The Asylum
Twinkaholic @ 2013-05-16 05:50
Gamma ejector is good for normal shots, because weapon recharge is more affected by ranged init, but personally I would rather go with a QL 100ish Chemical Streamer because of the faster burst recharge and similar damage.
kilafiremage @ 2015-07-12 10:20
dualing these is the best option for a froob fixer until you can equip a ql 100 blackbird without over-equipping.

also, in pvp versus a trader,because of the low smg requirement, these wont likely go OE after they drain you (but your grid armor will...).
kilafiremage @ 2017-05-25 20:02
you know how wonderful it would be if they removed the level requirement on these?....

Same goes for CDR... Froob pvpers would rejoice, new weapon options ftw. As of now, the level requirements kinda put them out of viability for pvp.
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