Video Game Weapon Stats: Difference between revisions
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Typical stats for weapons in games. |
Typical stats for weapons in games. |
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* '''Attack''' |
* '''Attack''' Pure and simple, how effective the weapon is in combat. |
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** '''Power''' |
** '''Power''' Typical amount of damage the weapon inflicts when it hits the target. |
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** '''Element''' |
** '''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. |
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** '''Damage Type''' |
** '''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. |
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** '''Additional Effects''' |
** '''Additional Effects''' Any secondary effects (often [[Standard Status Effects]]) that the weapon may impose on the target. |
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* '''Defense''' |
* '''Defense''' Whether the weapon can be used to defend against enemy attacks. |
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** '''Parry/Counter Rate''' |
** '''Parry/Counter Rate''' Whether the weapon can be used to defend against an enemy's attacks, and/or allow the user to [[Counter Attack]]. |
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* '''Speed''' |
* '''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. |
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** '''Rate of Fire''' |
** '''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. |
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** '''Reload Speed''' |
** '''Reload Speed''' How quickly the next projectile(s) is loaded into the weapon. A very common aspect in FPS games. |
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*** '''Recharge Rate''' |
*** '''Recharge Rate''' How quickly a weapon recharges. A common trait for [[Energy Weapon]]s. |
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** '''Combo Rate''' |
** '''Combo Rate''' How likely it is to deal multiple hits at once. |
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* '''Range''' |
* '''Range''' Maximum distance that can exist between user and opponent and still hit them with it. Can sometimes affect damage or accuracy. |
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* '''Accuracy''' |
* '''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]]. |
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** '''Critical Hit Rate''' |
** '''Critical Hit Rate''' The chance of landing a [[Critical Hit]]. |
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* '''Size''' |
* '''Size''' How much space a weapon will take in your inventory; may present an [[Inventory Management Puzzle]], especially if combined with a [[Grid Inventory]]. |
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* '''Weight''' |
* '''Weight''' How much a weapon affects your character's movement speed. |
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* '''Hands''' |
* '''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. |
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* '''Ammo Capacity''' |
* '''Ammo Capacity''' Also associated with ranged weapons, how many ''total'' attacks the user can make with it. |
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* '''Durability''' |
* '''Durability''' How resistant the weapon is against wear and tear. Weapons may be indestructible, or may require regular maintenance to keep in working condition. |
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* '''Ammo Type''' |
* '''Ammo Type''' What type of ammunition a projectile weapon uses, mainly affecting whether or not different characters are allowed to share ammunition. |
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* '''Upgrades/Accessories''' |
* '''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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{{reflist}} |
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