Video Game Weapon Stats: Difference between revisions

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Typical stats for weapons in games.
Typical stats for weapons in games.


* '''Attack''' <br />Pure and simple, how effective the weapon is in combat.
* '''Attack''' Pure and simple, how effective the weapon is in combat.
** '''Power''' <br />Typical amount of damage the weapon inflicts when it hits the target.
** '''Power''' Typical amount of damage the weapon inflicts when it hits the target.
** '''Element''' <br />Whether or not the weapon uses [[Elemental Rock-Paper-Scissors]] when inflicting damage. Most weapons are [[Non-Elemental]], but elemental weapons tend to have follow the same interactions as the local magic system.
** '''Element''' Whether or not the weapon uses [[Elemental Rock-Paper-Scissors]] when inflicting damage. Most weapons are [[Non-Elemental]], but elemental weapons tend to have follow the same interactions as the local magic system.
** '''Damage Type''' <br />A secondary [[Elemental Rock-Paper-Scissors]] designed around what kind of armor protects against what kind of weapon. E.g. Physical versus magical damage, slashing versus piercing attacks, and so on.
** '''Damage Type''' A secondary [[Elemental Rock-Paper-Scissors]] designed around what kind of armor protects against what kind of weapon. E.g. Physical versus magical damage, slashing versus piercing attacks, and so on.
** '''Additional Effects''' <br />Any secondary effects (often [[Standard Status Effects]]) that the weapon may impose on the target.
** '''Additional Effects''' Any secondary effects (often [[Standard Status Effects]]) that the weapon may impose on the target.
* '''Defense''' <br />Whether the weapon can be used to defend against enemy attacks.
* '''Defense''' Whether the weapon can be used to defend against enemy attacks.
** '''Parry/Counter Rate''' <br />Whether the weapon can be used to defend against an enemy's attacks, and/or allow the user to [[Counter Attack]].
** '''Parry/Counter Rate''' Whether the weapon can be used to defend against an enemy's attacks, and/or allow the user to [[Counter Attack]].
* '''Speed''' <br />How quickly the weapon's user can execute attacks with it. Often varies inversely with weight; in turn-based systems, lightweight weapons may strike multiple times or have higher [[Action Initiative]] than heavier weapons.
* '''Speed''' How quickly the weapon's user can execute attacks with it. Often varies inversely with weight; in turn-based systems, lightweight weapons may strike multiple times or have higher [[Action Initiative]] than heavier weapons.
** '''Rate of Fire''' <br />For ranged weapons, how many shots the weapon fires in a given period of time. [[More Dakka|Machine Guns]] tend to have high rates of fire while [[Shotguns Are Just Better|shotguns]] have lower ones.
** '''Rate of Fire''' For ranged weapons, how many shots the weapon fires in a given period of time. [[More Dakka|Machine Guns]] tend to have high rates of fire while [[Shotguns Are Just Better|shotguns]] have lower ones.
** '''Reload Speed''' <br />How quickly the next projectile(s) is loaded into the weapon. A very common aspect in FPS games.
** '''Reload Speed''' How quickly the next projectile(s) is loaded into the weapon. A very common aspect in FPS games.
*** '''Recharge Rate''' <br />How quickly a weapon recharges. A common trait for [[Energy Weapon|Energy Weapons]].
*** '''Recharge Rate''' How quickly a weapon recharges. A common trait for [[Energy Weapon]]s.
** '''Combo Rate''' <br />How likely it is to deal multiple hits at once.
** '''Combo Rate''' How likely it is to deal multiple hits at once.
* '''Range''' <br />Maximum distance that can exist between user and opponent and still hit them with it. Can sometimes affect damage or accuracy.
* '''Range''' Maximum distance that can exist between user and opponent and still hit them with it. Can sometimes affect damage or accuracy.
* '''Accuracy''' <br />Chances of successfully landing a hit with the weapon (primarily in turn-based systems). Sometimes [[Inverse Law of Sharpness and Accuracy|varies inversely with damage or rate of fire]].
* '''Accuracy''' Chances of successfully landing a hit with the weapon (primarily in turn-based systems). Sometimes [[Inverse Law of Sharpness and Accuracy|varies inversely with damage or rate of fire]].
** '''Critical Hit Rate''' <br />The chance of landing a [[Critical Hit]].
** '''Critical Hit Rate''' The chance of landing a [[Critical Hit]].
* '''Size''' <br />How much space a weapon will take in your inventory; may present an [[Inventory Management Puzzle]], especially if combined with a [[Grid Inventory]].
* '''Size''' How much space a weapon will take in your inventory; may present an [[Inventory Management Puzzle]], especially if combined with a [[Grid Inventory]].
* '''Weight''' <br />How much a weapon affects your character's movement speed.
* '''Weight''' How much a weapon affects your character's movement speed.
* '''Hands''' <br />Whether the weapon is wielded with one or two hands; controls whether the character is able to equip a shield (or a [[Dual-Wielding|second weapon]]) in combination with it. Some weapons can even be restricted to the ''right'' or ''left'' hand only.
* '''Hands''' Whether the weapon is wielded with one or two hands; controls whether the character is able to equip a shield (or a [[Dual-Wielding|second weapon]]) in combination with it. Some weapons can even be restricted to the ''right'' or ''left'' hand only.
* '''Ammo Capacity''' <br />Also associated with ranged weapons, how many ''total'' attacks the user can make with it.
* '''Ammo Capacity''' Also associated with ranged weapons, how many ''total'' attacks the user can make with it.
* '''Durability''' <br />How resistant the weapon is against wear and tear. Weapons may be indestructible, or may require regular maintenance to keep in working condition.
* '''Durability''' How resistant the weapon is against wear and tear. Weapons may be indestructible, or may require regular maintenance to keep in working condition.
* '''Ammo Type''' <br />What type of ammunition a projectile weapon uses, mainly affecting whether or not different characters are allowed to share ammunition.
* '''Ammo Type''' What type of ammunition a projectile weapon uses, mainly affecting whether or not different characters are allowed to share ammunition.
* '''Upgrades/Accessories''' <br />Whether the weapon's basic capabilities can be enhanced or customized by the user. [[Gun Accessories]] and magical upgrades are very common.
* '''Upgrades/Accessories''' Whether the weapon's basic capabilities can be enhanced or customized by the user. [[Gun Accessories]] and magical upgrades are very common.


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[[Category:Role Playing Game]]
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[[Category:Video Game Weapon Stats]]
[[Category:CRPG Tropes]]
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Latest revision as of 20:51, 28 March 2022


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    /wiki/Video Game Weapon Statswork

    Typical stats for weapons in games.

    • Attack Pure and simple, how effective the weapon is in combat.
      • Power Typical amount of damage the weapon inflicts when it hits the target.
      • Element Whether or not the weapon uses Elemental Rock-Paper-Scissors when inflicting damage. Most weapons are Non-Elemental, but elemental weapons tend to have follow the same interactions as the local magic system.
      • Damage Type A secondary Elemental Rock-Paper-Scissors designed around what kind of armor protects against what kind of weapon. E.g. Physical versus magical damage, slashing versus piercing attacks, and so on.
      • Additional Effects Any secondary effects (often Standard Status Effects) that the weapon may impose on the target.
    • Defense Whether the weapon can be used to defend against enemy attacks.
      • Parry/Counter Rate Whether the weapon can be used to defend against an enemy's attacks, and/or allow the user to Counter Attack.
    • Speed How quickly the weapon's user can execute attacks with it. Often varies inversely with weight; in turn-based systems, lightweight weapons may strike multiple times or have higher Action Initiative than heavier weapons.
      • Rate of Fire For ranged weapons, how many shots the weapon fires in a given period of time. Machine Guns tend to have high rates of fire while shotguns have lower ones.
      • Reload Speed How quickly the next projectile(s) is loaded into the weapon. A very common aspect in FPS games.
        • Recharge Rate How quickly a weapon recharges. A common trait for Energy Weapons.
      • Combo Rate How likely it is to deal multiple hits at once.
    • Range Maximum distance that can exist between user and opponent and still hit them with it. Can sometimes affect damage or accuracy.
    • Accuracy Chances of successfully landing a hit with the weapon (primarily in turn-based systems). Sometimes varies inversely with damage or rate of fire.
    • Size How much space a weapon will take in your inventory; may present an Inventory Management Puzzle, especially if combined with a Grid Inventory.
    • Weight How much a weapon affects your character's movement speed.
    • Hands Whether the weapon is wielded with one or two hands; controls whether the character is able to equip a shield (or a second weapon) in combination with it. Some weapons can even be restricted to the right or left hand only.
    • Ammo Capacity Also associated with ranged weapons, how many total attacks the user can make with it.
    • Durability How resistant the weapon is against wear and tear. Weapons may be indestructible, or may require regular maintenance to keep in working condition.
    • Ammo Type What type of ammunition a projectile weapon uses, mainly affecting whether or not different characters are allowed to share ammunition.
    • Upgrades/Accessories Whether the weapon's basic capabilities can be enhanced or customized by the user. Gun Accessories and magical upgrades are very common.