Weapon Template
Oct 22, 2019 19:24:39 GMT
Post by Ransac on Oct 22, 2019 19:24:39 GMT
This section covers everything regarding weapon stats, damage types, and usage.
Weapon Mod Cheat Sheet:
Definitions:
Tier: A given. The current tier of the weapon, whether default or recalibrated.
Weapon Type: What category the weapon falls under.
Location: Where the weapon is equipped (or stored)
Handling: How the weapon is controlled, falling into one (or more) of three groups: handheld, mounted, integrated, installed, or remote. When handheld, specify one-handed (1H) or two-handed (2H) based on the minimum number of hands required to handle the weapon.
Quantity: Whether the weapon is standalone or paired. For example, if you have a single 2-tube grenade launcher or a pair of them fired together. The distinction is reflected further down in "Rate of Fire".
Weight: The weight of the weapon.
Durability: How much damage the weapon can take before being destroyed. Weapon durability is calculated thusly; Tier x weight x 10
Damage Types: The initial damage type of the weapon, usually physical, beam/energy, or explosive.
Damage per Hit: How much damage the weapon does with every successful hit.
Secondary Damage: Damage or effects inflicted when using a secondary damage type.
Rate of Fire: How many times the weapon fires with each use. For example, a weapon firing four times per attack would have a RoF of 4. Paired weapons combine their RoF and list the total. Paired weapons that can be fired individually should have their individual RoF listed as well.
Accuracy Modifiers:
Handling Modifiers: How a weapon's damage is modified based on how it's wielded. Certain modifiers can be excluded based on how a weapon can be handled; a heavy two-handed weapon, for example, would not make use of any of the below modifiers.
Critical Chance: The range at which a weapon can inflict a critical hit. For example, a critical chance of 19-20 requires a natural 19 or above to land a crit.
Total Ammo: The total ammo capacity of a weapon, used in determining Rounds before Reload as well as number of attacks for maneuvers like barrage.
Rounds before Reload: How many times you can fire a weapon before it requires reload. Following above, a weapon with a rate of fire of 4, and total ammo of 20, can be fired five times before requiring reload. Thus, its RbR would be 5. Paired weapons that can be fired individually can have their separate RbR listed below.
Reload/Recharge Time: How many actions (or turns, depending) a weapon requires before it can be used again. The distinction between actions and turns must be specified.
Price: Credits
Shields
Redirection Modifier: The bonus the shield grants to redirection attempts.
Shield Type: What kind of defense the shield offers: Physical, I-Field, Beam, GN, etc.
Damage Resistance: The damage types against which the shield blocks their secondary effects, such as blocking heat or beam bonus damage or preventing piercing damage bypass.
Damage Weakness: In contrast, the damage types against which the shield suffers their effects or provides inadequate protection. A shield without protection from heat or beam weapons for example would list both as weaknesses.
Handling Compatibility: A shield's compatibility with handling weapons with the same arm, falling into one of three groups; "Free", "Penalized", or "Incompatible". Incompatible shields must be stored or dropped before you can use any handheld weapon in the same arm.
Melee Penalty: A penalty applied when trying to handle a weapon with the same arm to which a "Penalized" shield is equipped.
Melee Weapons
Tier:
Weapon Type:
Location:
Handling:
Quantity:
Weight:
Durability:
Damage per Hit:
Damage Type(s):
Secondary Damage:
Attack Accuracy:
Critical Chance:
Upgrades:
Cost:
Ranged Weapons
Tier:
Weapon Type:
Location:
Handling:
Quantity:
Weight:
Durability:
Damage per Hit:
Damage Type(s):
Secondary Damage:
Rate of Fire:
Accuracy Modifiers:
Total Ammo:
Rounds before Reload:
Price:
Shields
Tier:
Location:
Handling:
Quantity:
Weight:
Durability:
Redirection Modifier:
Shield Type:
Damage Resistance:
Damage Weakness:
Handling Compatibility:
Melee Penalty:
Price:
Copy/Paste Code
Melee Weapons
Ranged Weapons
Shields
- Part 1: Weapon Stats/Structure
- Part 2: Weapon Damage, Types, and Effects.
Weapon Mod Cheat Sheet:
- Weapon Durability: Tier x weight x 10
- Base Damage Difference by Tier: +5-10 (Also applies to Recalibration)
- Half Tier: +5
- Full Tier: +10
- Critical Damage: Base Damage + 20% (x0.20). Calculated after any bonuses from damage type.
Definitions:
Tier: A given. The current tier of the weapon, whether default or recalibrated.
Weapon Type: What category the weapon falls under.
Location: Where the weapon is equipped (or stored)
Handling: How the weapon is controlled, falling into one (or more) of three groups: handheld, mounted, integrated, installed, or remote. When handheld, specify one-handed (1H) or two-handed (2H) based on the minimum number of hands required to handle the weapon.
Quantity: Whether the weapon is standalone or paired. For example, if you have a single 2-tube grenade launcher or a pair of them fired together. The distinction is reflected further down in "Rate of Fire".
- Singular: Constitutes an entire weapon by itself. Can be used for dual wielding with a second weapon. Takes up one slot.
- Paired: Two weapons that constitute a singular weapon. Sold in pairs, takes up one slot. Expected to be used together rather than individually, and thus do not count as Dual Wielding under most circumstances.
Weight: The weight of the weapon.
Durability: How much damage the weapon can take before being destroyed. Weapon durability is calculated thusly; Tier x weight x 10
Damage Types: The initial damage type of the weapon, usually physical, beam/energy, or explosive.
Damage per Hit: How much damage the weapon does with every successful hit.
Secondary Damage: Damage or effects inflicted when using a secondary damage type.
Rate of Fire: How many times the weapon fires with each use. For example, a weapon firing four times per attack would have a RoF of 4. Paired weapons combine their RoF and list the total. Paired weapons that can be fired individually should have their individual RoF listed as well.
Accuracy Modifiers:
- Close Range:
- Mid Range:
- Long Range:
Handling Modifiers: How a weapon's damage is modified based on how it's wielded. Certain modifiers can be excluded based on how a weapon can be handled; a heavy two-handed weapon, for example, would not make use of any of the below modifiers.
- Dual-Wield Damage: Damage dealt with the first attack while dual-wielding. Typically the base damage of the weapon unless you have the "Dual Wielder" feat.
- DW Bonus Damage: The damage dealt by the weapon's secondary damage type while dual-wielding. Either the percentage or total is acceptable.
- Offhand Damage: Damage dealt with the second attack while dual-wielding. Almost always the base damage of the weapon.
- Offhand Bonus Damage: The damage dealt by the offhand weapon's secondary damage type. Either the percentage or total is acceptable.
- Two-Handed Damage: Damage dealt when wielding a one-handed weapon with both hands.
- 2H Bonus Damage: The damage dealt by the weapon's secondary damage type while holding it with both hands. Either the percentage or total is acceptable.
Critical Chance: The range at which a weapon can inflict a critical hit. For example, a critical chance of 19-20 requires a natural 19 or above to land a crit.
Total Ammo: The total ammo capacity of a weapon, used in determining Rounds before Reload as well as number of attacks for maneuvers like barrage.
Rounds before Reload: How many times you can fire a weapon before it requires reload. Following above, a weapon with a rate of fire of 4, and total ammo of 20, can be fired five times before requiring reload. Thus, its RbR would be 5. Paired weapons that can be fired individually can have their separate RbR listed below.
- Left [WEAPON]:
- Right [WEAPON]:
Reload/Recharge Time: How many actions (or turns, depending) a weapon requires before it can be used again. The distinction between actions and turns must be specified.
Price: Credits
Shields
Redirection Modifier: The bonus the shield grants to redirection attempts.
Shield Type: What kind of defense the shield offers: Physical, I-Field, Beam, GN, etc.
Damage Resistance: The damage types against which the shield blocks their secondary effects, such as blocking heat or beam bonus damage or preventing piercing damage bypass.
Damage Weakness: In contrast, the damage types against which the shield suffers their effects or provides inadequate protection. A shield without protection from heat or beam weapons for example would list both as weaknesses.
Handling Compatibility: A shield's compatibility with handling weapons with the same arm, falling into one of three groups; "Free", "Penalized", or "Incompatible". Incompatible shields must be stored or dropped before you can use any handheld weapon in the same arm.
Melee Penalty: A penalty applied when trying to handle a weapon with the same arm to which a "Penalized" shield is equipped.
Melee Weapons
Tier:
Weapon Type:
Location:
Handling:
Quantity:
Weight:
Durability:
Damage per Hit:
Damage Type(s):
Secondary Damage:
Attack Accuracy:
Critical Chance:
Upgrades:
Cost:
Ranged Weapons
Tier:
Weapon Type:
Location:
Handling:
Quantity:
Weight:
Durability:
Damage per Hit:
Damage Type(s):
Secondary Damage:
Rate of Fire:
Accuracy Modifiers:
- Close Range:
- Mid Range:
- Long Range:
Total Ammo:
Rounds before Reload:
- Left Weapon:
- Right Weapon:
Price:
Shields
Tier:
Location:
Handling:
Quantity:
Weight:
Durability:
Redirection Modifier:
Shield Type:
Damage Resistance:
Damage Weakness:
Handling Compatibility:
Melee Penalty:
Price:
Copy/Paste Code
Melee Weapons
Name:
Tier:
Weapon Type:
Location:
Handling:
Quantity:
Weight:
Durability:
Damage per Hit:
Damage Type(s):
Secondary Damage:
Critical Chance:
Upgrades:
Cost:
Ranged Weapons
Name:
Tier:
Location:
Handling:
Quantity:
Weight:
Durability:
Weapon Type:
Damage Type:
Secondary Damage:
Damage per Hit:
Bonus Damage:
Accuracy Modifiers:[ul type="disc"][li]Close Range:[/li][li]Mid Range:[/li][li]Long Range:[/li][/ul]
Handling Modifiers:[ul type="disc"]
[li]Dual-Wield Damage:[/li]
[li]DW Bonus Damage:[/li]
[li]Offhand Damage:[/li]
[li]Offhand Bonus Damage:[/li]
[li]Two-Handed Damage:[/li]
[li]2H Bonus Damage:[/li][/ul]Attack Accuracy:
Critical Chance:
Charge:
Rounds/Attacks before Recharge/Reload:[ul type="disc"]
[li]Left [WEAPON]: [/li]
[li]Right [WEAPON]: [/li][/ul]Recharge Time:
Price:
Shields
Name:
Tier:
Location:
Handling:
Quantity:
Weight:
Durability:
Redirection Modifier:
Shield Type:
Damage Resistance:
Damage Weakness:
Handling Compatibility:
Melee Penalty:
Price: