WEAPON

Keywords: WEAPON, FIELDS, WEAPON, STATS

Category: Items

______________________________________________________________________________ WEAPON FIELDS ______________________________________________________________________________ Weapons have fields that determine their combat performance. Some fields are set directly on the weapon, while others are derived from loaded ammunition. The calculations differ depending on whether the weapon is melee, fired with ammo, or fired unloaded. == MELEE WEAPONS ========================================================== Field | Description ------------+---------------------------------------------------------- Damage | Base damage-per-second (DPS) of the weapon. DamType | Type of damage dealt (blunt, slash, impale, etc). Attack | Attack verb in combat messages (slash, stab, etc). Skill | Primary skill used for hit rolls. Skill2 | Secondary skill, averaged with primary for hit rolls. ROF | Rate of fire: number of attacks per combat round. Handling | Seconds per attack cycle. Slower = more per-hit damage. StrBonus | Strength damage multiplier. 0 disables str bonus. Accuracy | Hit roll multiplier. 1.00 = no change, >1 = better. DPA | Derived: Damage per round = Damage x Handling. Each round fires ROF attacks. Per-hit damage = DPA / ROF. Strength bonus: (STR - 70) x 0.375% per hit, scaled by StrBonus. Only applies when STR > 70 and StrBonus > 0. == LOADED RANGED WEAPONS ==================================================== (gun with ammo loaded) Field | Description ------------+---------------------------------------------------------- Damage | Gun base DPS (used only if ammo has no damage). DamType | Overridden by ammo DamType if the ammo sets one. Skill | Primary ranged skill used for hit rolls. Skill2 | Secondary ranged skill, averaged with primary. ROF | Base rate of fire, multiplied by ammo Spread. Handling | Seconds per attack cycle. Rifling | Converts ammo to gun DPS: Ammo Damage x Rifling. Recoil | Base accuracy multiplier for ranged fire. Range | Maximum firing range. OptRange | Optimal range for best accuracy. Reload | Time in seconds to reload the weapon. DPA | Derived: (Ammo Damage x Rifling) x Handling. Eff. Range | Derived: Range + Ammo Range. Eff. ROF | Derived: ROF x Ammo Spread. Accuracy | Derived: Hit roll x (Recoil + Ammo Accuracy/100). Each round fires Eff. ROF attacks. Per-hit = DPA / Eff. ROF. If Ammo Damage is 0, weapon's base Damage is used as DPS instead of the Rifling formula. Strength bonus does not apply to ranged. Default Recoil of 1.00 and Ammo Accuracy of 0 = no accuracy change. == UNLOADED RANGED WEAPONS ================================================= (gun without ammo, used in melee) Field | Description ------------+---------------------------------------------------------- Damage | Base DPS used directly (same as melee formula). DamType | Weapon's own damage type. Skill | Melee skill (not ranged skill) for hit rolls. Skill2 | Secondary melee skill, averaged with primary. ROF | Base rate of fire (ammo Spread not applied). Handling | Seconds per attack cycle. StrBonus | Strength bonus multiplier, same as melee. Accuracy | Hit roll multiplier (uses Accuracy, not Recoil). DPA | Derived: Damage x Handling (same as melee). When a ranged weapon has no ammo, it functions like a melee weapon using its melee Skill/Skill2 fields and Accuracy instead of Recoil. Strength bonus applies. Rifling, Reload, and Range are not used. == AMMUNITION FIELDS ======================================================= Field | Description ------------+---------------------------------------------------------- Type | Ammo type (must match weapon's Loads list). Magazine | Number of rounds per magazine. Damage | Per-round damage, converted by gun's Rifling. DamType | Overrides the gun's damage type when loaded. Accuracy | Accuracy offset in percentage points (+/- to Recoil). Range | Additive range bonus to the gun's base range. Spread | ROF multiplier: gun ROF x this value when loaded. AP | Armor Penetration: subtracts from victim armor %. Ammo modifiers only take effect when loaded into a gun. Damage of 0 means the gun uses its own base DPS. Spread of 0 = no ROF change. AP subtracts directly: Effective Armor = Armor - AP. Related Helpfiles: DAMAGE, ARMOR, ATTACHMENT, MODES ______________________________________________________________________________