Difference between revisions of "Weapons and Damage"
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The following attributes are available in the tooltip of the weapon: | The following attributes are available in the tooltip of the weapon: | ||
− | '''Name''' | + | :'''Name''' |
− | The name of the weapon. Might indicate special attributes (e.g. "Gunsmithed ...") | + | ::The name of the weapon. Might indicate special attributes (e.g. "Gunsmithed ...") |
− | '''Weapon Type''' | + | :'''Weapon Type''' |
− | The type of weapon (see Weapon Types) | + | ::The type of weapon (see Weapon Types) |
− | '''Rating''' | + | :'''Rating''' |
− | This is an indicator of weapon strength. It is NOT the damage of the weapon. | + | ::This is an indicator of weapon strength. It is NOT the damage of the weapon. |
− | '''Damage Type''' | + | :'''Damage Type''' |
− | The damage type the weapon deals, e.g. Physical or Fire (see Damage Types). | + | ::The damage type the weapon deals, e.g. Physical or Fire (see Damage Types). |
− | '''Damage Delivery''' | + | :'''Damage Delivery''' |
− | How the weapon delivers the damage, e.g. Direct or Field (see Damage Delivery). | + | ::How the weapon delivers the damage, e.g. Direct or Field (see Damage Delivery). |
− | '''Special Attributes''' | + | :'''Special Attributes''' |
− | These are the Special Attributes that the weapon has (see Special Attributes). | + | ::These are the Special Attributes that the weapon has (see Special Attributes). |
− | '''Mods''' | + | :'''Mods''' |
− | This lists both the number of mods the weapon has, as well as the types of mods (see Weapon Mods). | + | ::This lists both the number of mods the weapon has, as well as the types of mods (see Weapon Mods). It will also show which of the mod slots are still empty as well as show mod information on hover. |
− | |||
− | '''Equip Cost''' | + | :'''Equip Cost''' |
− | Lists the Character Attributes required to use this weapon. Will highlight in red if you don't have sufficiently high attributes. | + | ::Lists the Character Attributes required to use this weapon. Will highlight in red if you don't have sufficiently high attributes. |
− | Note: Currently bugged (as of 10/06). The Equip Cost will not factor in that you will swap weapons. For example if you have a 2-hand weapon equipped, and you look at another 2-hand weapon, the game will check if you have sufficient attribute to equip BOTH. If in doubt, remove you current weapon and then look at the equip cost. | + | ::Note: Currently bugged (as of 10/06). The Equip Cost will not factor in that you will swap weapons. For example if you have a 2-hand weapon equipped, and you look at another 2-hand weapon, the game will check if you have sufficient attribute to equip BOTH. If in doubt, remove you current weapon and then look at the equip cost. |
− | '''Item level''' | + | :'''Item level''' |
− | Item level is important to see which Weapon Mods can be used. | + | ::Item level is important to see which Weapon Mods can be used. It also lists the character level required to use the weapon. |
− | |||
=== Details === | === Details === | ||
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The following attributes are available in the item details through right-click menu. Some of these (e.g. Critical Damage) will only be shown if the weapon has a bonus or value for that attribute. | The following attributes are available in the item details through right-click menu. Some of these (e.g. Critical Damage) will only be shown if the weapon has a bonus or value for that attribute. | ||
− | '''Mods''' | + | :'''Mods''' |
− | This shows the exact mod in each slot. You can also drag and drop new mods into the weapon on this screen. | + | ::This shows the exact mod in each slot. You can also drag and drop new mods into the weapon on this screen. This '''(and not the overall weapon rating from the tooltip!)''' shows the damage of the weapon. This is typically per shot, but some weapons list damage per second. |
− | |||
− | This (and not the rating from the tooltip!) shows the damage of the weapon. This is typically per shot, but some weapons list damage per second. | ||
− | '''Critical Chance''' | + | :'''Critical Chance''' |
− | Chance to score a critical hit. This is the weapon chance, which includes Weapon properties and mods, but not any skill bonuses. On the left side, on the character Base Statistics sheet you can see the actual critical chance for your character with this weapon. | + | ::Chance to score a critical hit. This is the weapon chance, which includes Weapon properties and mods, but not any skill bonuses. On the left side, on the character Base Statistics sheet you can see the actual critical chance for your character with this weapon. |
− | |||
− | |||
− | + | :'''Rate of fire''' | |
− | |||
− | |||
− | |||
− | + | ::How many rounds per minute the weapon can shoot. Some special weapons might say "constant" here (see Weapon Types). | |
− | + | :'''Interrupt Strength''' | |
+ | ::Todo: Info about Interrupt Strength | ||
− | ''' | + | :'''Range''' |
− | + | ::How far the weapon can shoot. This does not include bonuses from skills. Beyond this range your shots will not be able to hit at all. | |
− | ''' | + | :'''Critical Damage''' |
− | + | ::Additional Damage when doing critical hits. This is the weapon bonus, which includes Weapon properties and mods, but not any skill bonuses. On the left side, on the character Base Statistics sheet you can see the actual Critical Damage bonus for your character with this weapon. | |
− | |||
− | |||
− | |||
− | ''' | + | :'''Power of X Effect''' |
− | + | ::Todo: Info about "Power of Shock effect" | |
− | + | ::X Attack Strength | |
− | + | ::Attack Strenght to apply the special effect of this damage type (e.g. Shock Attack Strength). See Damage Types. | |
+ | |||
+ | :'''Special Attributes''' | ||
+ | |||
+ | ::This lists all the Special Attributes, modifications, and their bonuses. | ||
== Damage Types == | == Damage Types == | ||
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=== Physical === | === Physical === | ||
− | Special effect: | + | :Special effect: ''Stun'' |
− | There are references to physical damage being able to stun and knock back. | + | |
− | + | :There are references to physical damage being able to stun and knock back. As of this time it's unknown if enemies are also knocked back. | |
=== Fire === | === Fire === | ||
− | Special effect: Ignite | + | :Special effect: ''Ignite'' |
− | Ignited enemies lose 5% of their health per second | + | |
− | + | :Ignited enemies lose 5% of their maximum health per second. | |
=== Electric === | === Electric === | ||
− | Special effect: Shock | + | :Special effect: ''Shock'' |
− | + | ||
− | + | :Shocked enemies are unable to use most special attacks/abilities. | |
=== Toxic === | === Toxic === | ||
− | Special effect: Poison | + | :Special effect: ''Poison'' |
− | + | ||
− | + | :Poisoned enemies both gradually lose life and are prevented from regenerating. | |
− | |||
=== Spectral === | === Spectral === | ||
− | Special effect: Phased | + | :Special effect: ''Phased'' |
− | Phased enemies deal 50% of their normal damage and take 50% more damage. | + | |
+ | :Phased enemies deal 50% of their normal damage and take 50% more damage. | ||
== Damage Delivery == | == Damage Delivery == | ||
− | |||
− | |||
The damage delivery type specified in the tooltip is often misleading, listing only one of potentially multiple damage types. | The damage delivery type specified in the tooltip is often misleading, listing only one of potentially multiple damage types. | ||
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=== Direct === | === Direct === | ||
− | Simply applied damage to the targeted enemy. Typically single-target damage, but some Weapon Types or Special Attributes can still damage multiple targets. | + | :Simply applied damage to the targeted enemy. Typically single-target damage, but some Weapon Types or Special Attributes can still damage multiple targets. |
=== Splash === | === Splash === | ||
− | Splash is the damage that is dealt to any surrounding enemies from the point where the shot hits (that could be either an enemy or the ground). There is a radius listed next to the damage which specifies how far the damage will splash. | + | :Splash is the damage that is dealt to any surrounding enemies from the point where the shot hits (that could be either an enemy or the ground). There is a radius listed next to the damage which specifies how far the damage will splash. |
=== Field === | === Field === | ||
− | Field is typically found on Launcher weapons, and is damage dealt to any enemy standing in the area of the Field. Radius and duration of the field are specified after the damage. | + | :Field is typically found on Launcher weapons, and is damage dealt to any enemy standing in the area of the Field. Radius and duration of the field are specified after the damage. |
=== Beam === | === Beam === | ||
− | Beam is found on Laser weapons. It is similar to Direct damage, but has a constant rate of fire and instead of losing accuracy the amount of damage decreases the longer you fire. | + | :Beam is found on Laser weapons. It is similar to Direct damage, but has a constant rate of fire and instead of losing accuracy the amount of damage decreases the longer you fire. |
Revision as of 16:50, 13 November 2007
This was written for Marksman Weapons, but it should work for other weapons as well.
Weapon Stats
Tooltip
The following attributes are available in the tooltip of the weapon:
- Name
- The name of the weapon. Might indicate special attributes (e.g. "Gunsmithed ...")
- Weapon Type
- The type of weapon (see Weapon Types)
- Rating
- This is an indicator of weapon strength. It is NOT the damage of the weapon.
- Damage Type
- The damage type the weapon deals, e.g. Physical or Fire (see Damage Types).
- Damage Delivery
- How the weapon delivers the damage, e.g. Direct or Field (see Damage Delivery).
- Special Attributes
- These are the Special Attributes that the weapon has (see Special Attributes).
- Mods
- This lists both the number of mods the weapon has, as well as the types of mods (see Weapon Mods). It will also show which of the mod slots are still empty as well as show mod information on hover.
- Equip Cost
- Lists the Character Attributes required to use this weapon. Will highlight in red if you don't have sufficiently high attributes.
- Note: Currently bugged (as of 10/06). The Equip Cost will not factor in that you will swap weapons. For example if you have a 2-hand weapon equipped, and you look at another 2-hand weapon, the game will check if you have sufficient attribute to equip BOTH. If in doubt, remove you current weapon and then look at the equip cost.
- Item level
- Item level is important to see which Weapon Mods can be used. It also lists the character level required to use the weapon.
Details
The following attributes are available in the item details through right-click menu. Some of these (e.g. Critical Damage) will only be shown if the weapon has a bonus or value for that attribute.
- Mods
- This shows the exact mod in each slot. You can also drag and drop new mods into the weapon on this screen. This (and not the overall weapon rating from the tooltip!) shows the damage of the weapon. This is typically per shot, but some weapons list damage per second.
- Critical Chance
- Chance to score a critical hit. This is the weapon chance, which includes Weapon properties and mods, but not any skill bonuses. On the left side, on the character Base Statistics sheet you can see the actual critical chance for your character with this weapon.
- Rate of fire
- How many rounds per minute the weapon can shoot. Some special weapons might say "constant" here (see Weapon Types).
- Interrupt Strength
- Todo: Info about Interrupt Strength
- Range
- How far the weapon can shoot. This does not include bonuses from skills. Beyond this range your shots will not be able to hit at all.
- Critical Damage
- Additional Damage when doing critical hits. This is the weapon bonus, which includes Weapon properties and mods, but not any skill bonuses. On the left side, on the character Base Statistics sheet you can see the actual Critical Damage bonus for your character with this weapon.
- Power of X Effect
- Todo: Info about "Power of Shock effect"
- X Attack Strength
- Attack Strenght to apply the special effect of this damage type (e.g. Shock Attack Strength). See Damage Types.
- Special Attributes
- This lists all the Special Attributes, modifications, and their bonuses.
Damage Types
Physical
- Special effect: Stun
- There are references to physical damage being able to stun and knock back. As of this time it's unknown if enemies are also knocked back.
Fire
- Special effect: Ignite
- Ignited enemies lose 5% of their maximum health per second.
Electric
- Special effect: Shock
- Shocked enemies are unable to use most special attacks/abilities.
Toxic
- Special effect: Poison
- Poisoned enemies both gradually lose life and are prevented from regenerating.
Spectral
- Special effect: Phased
- Phased enemies deal 50% of their normal damage and take 50% more damage.
Damage Delivery
The damage delivery type specified in the tooltip is often misleading, listing only one of potentially multiple damage types.
For example, if the tooltip says "Fire Splash", the weapon might have a "Physical Direct" component in addition to the "Fire Splash". And if it says "Fire Direct", it might have both "Fire direct" and "Fire Splash".
You should always check the details of the weapon for the exact damage specifications.
Direct
- Simply applied damage to the targeted enemy. Typically single-target damage, but some Weapon Types or Special Attributes can still damage multiple targets.
Splash
- Splash is the damage that is dealt to any surrounding enemies from the point where the shot hits (that could be either an enemy or the ground). There is a radius listed next to the damage which specifies how far the damage will splash.
Field
- Field is typically found on Launcher weapons, and is damage dealt to any enemy standing in the area of the Field. Radius and duration of the field are specified after the damage.
Beam
- Beam is found on Laser weapons. It is similar to Direct damage, but has a constant rate of fire and instead of losing accuracy the amount of damage decreases the longer you fire.