Difference between revisions of "Weapon Stats (Game Mechanics)"

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= Game Mechanics =
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== Game Mechanics ==
  
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Minimum Damage/Maximum Damage - One of the first things people will look at is damage. Many will just look at maximum damage. The connisuer of good weaponry will consider both. A 21-62 pistol will do less damage in the same firefight that a 30-62 pistol will do. You will not hit for maximum damage every time, no matter what. Realize when you power up a weapon the effects that powering this stat up will have. If you power up max damage, you are reducing your consistency in damage dealing. You will deal more damage, but sometimes not as much as possible. Powering up minimum damage will allow you to be more consistent. The choice of which you want is up to you.
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Attack Speed - Again, this is one primary consideration for people when buying weapons. All else identical, a 3.3 weapon will do 25% more damage than a 4.4 weapon in the same given period of time. The number is the number of seconds between firing. We all know the feeling of sitting there getting beaten on by a creature and wanting to scream "SHOOT DAMMIT, SHOOT!". This is an excellent stat to power up. A +30% power up on that 3.3 attack speed gives you a whopping 2.3.
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Wound Chance - This is the chance to make the **edit** bleed. It is a percentage. A 4.4 is worse than a 7% chance. Inflicting wounds is a good thing, and you can power this statistic up. Many times it will be a secondary power up on a two statistic power up.
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Range Modifiers (--/41/-80) - The first number is your zero range modifier usually a penalty). Low on pistols, moderate on carbines, and high on rifles. The second number is your Ideal Range modifier (see Ideal Range below). The third number is your max range modifier. These determine, before stance bonuses, your chance to hit at a specified range. As you move toward the target, when you first get into range, you will be affected by the max range modifier. As you get closer this will climb to the middle number, and as you move closer still, will fall off to the first number. Powering these statistics up can be tricky, and many will ignore the power ups for these in favor of damage. But you can do great things with accuracy bonuses. If you use a pistol, a zero range or ideal range power up is great, especially if you want to hit consistently while running. If you're using a carbine, consider a ideal range power up. If you are using a rifle, a Max Range bonus can be wonderful, or better yet a Max Range, as you can hit better from a farther distance. Any scout can tell you the further you are from a creature, the longer you have to shoot at it before it figures out WHERE you're shooting from.
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Ideal Range - The Ideal Range of a weapon is just that...where it works best from. Farther the better. Why? The closer you are, the fewer shots you get on a charging creature or brawler who thinks guns aren't fair toys. A carbineer might want to power this up. A pistoleer would KILL to be able to be effective at more than 15m A rifleman's best friend is range. All in all, a good statistic to power up, especially if it comes with a damage/wound/range modifier power up on the same power up.
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Max Range - Pretty self explanatory. Can't hit from farther away than this.
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Health Cost - NO weapon will require HAM points to fire in a normal manner. This statistic is the health cost of using a special move with this weapon. This number is multiplied by a cost multiplier of the special move in question. IE If a special move health multiplier is 3 and your Health Cost is 15, it will cost you 45 health to do this action. Lower is better. Always good to power up this stat, and the other cost stats, especially if you have a low pool in that area or have a weapon that sucks away at a pool. You can die just as easily by draining yourself through special moves (not directly kill yourself, but make it easier for someone to kill you) as you can getting gnawed on by a angry Falumpaset.
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Action Cost - Same as above, except for Action instead of Health. Tends to be the highest pool drain of any weapon.
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Mind Cost - Same as abofe, except for Mind instead of Health. Tends to be lowest drain of any weapon.
  
  

Revision as of 21:31, 26 April 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

Minimum Damage/Maximum Damage - One of the first things people will look at is damage. Many will just look at maximum damage. The connisuer of good weaponry will consider both. A 21-62 pistol will do less damage in the same firefight that a 30-62 pistol will do. You will not hit for maximum damage every time, no matter what. Realize when you power up a weapon the effects that powering this stat up will have. If you power up max damage, you are reducing your consistency in damage dealing. You will deal more damage, but sometimes not as much as possible. Powering up minimum damage will allow you to be more consistent. The choice of which you want is up to you.

Attack Speed - Again, this is one primary consideration for people when buying weapons. All else identical, a 3.3 weapon will do 25% more damage than a 4.4 weapon in the same given period of time. The number is the number of seconds between firing. We all know the feeling of sitting there getting beaten on by a creature and wanting to scream "SHOOT DAMMIT, SHOOT!". This is an excellent stat to power up. A +30% power up on that 3.3 attack speed gives you a whopping 2.3.

Wound Chance - This is the chance to make the **edit** bleed. It is a percentage. A 4.4 is worse than a 7% chance. Inflicting wounds is a good thing, and you can power this statistic up. Many times it will be a secondary power up on a two statistic power up.

Range Modifiers (--/41/-80) - The first number is your zero range modifier usually a penalty). Low on pistols, moderate on carbines, and high on rifles. The second number is your Ideal Range modifier (see Ideal Range below). The third number is your max range modifier. These determine, before stance bonuses, your chance to hit at a specified range. As you move toward the target, when you first get into range, you will be affected by the max range modifier. As you get closer this will climb to the middle number, and as you move closer still, will fall off to the first number. Powering these statistics up can be tricky, and many will ignore the power ups for these in favor of damage. But you can do great things with accuracy bonuses. If you use a pistol, a zero range or ideal range power up is great, especially if you want to hit consistently while running. If you're using a carbine, consider a ideal range power up. If you are using a rifle, a Max Range bonus can be wonderful, or better yet a Max Range, as you can hit better from a farther distance. Any scout can tell you the further you are from a creature, the longer you have to shoot at it before it figures out WHERE you're shooting from.

Ideal Range - The Ideal Range of a weapon is just that...where it works best from. Farther the better. Why? The closer you are, the fewer shots you get on a charging creature or brawler who thinks guns aren't fair toys. A carbineer might want to power this up. A pistoleer would KILL to be able to be effective at more than 15m A rifleman's best friend is range. All in all, a good statistic to power up, especially if it comes with a damage/wound/range modifier power up on the same power up.

Max Range - Pretty self explanatory. Can't hit from farther away than this.

Health Cost - NO weapon will require HAM points to fire in a normal manner. This statistic is the health cost of using a special move with this weapon. This number is multiplied by a cost multiplier of the special move in question. IE If a special move health multiplier is 3 and your Health Cost is 15, it will cost you 45 health to do this action. Lower is better. Always good to power up this stat, and the other cost stats, especially if you have a low pool in that area or have a weapon that sucks away at a pool. You can die just as easily by draining yourself through special moves (not directly kill yourself, but make it easier for someone to kill you) as you can getting gnawed on by a angry Falumpaset.

Action Cost - Same as above, except for Action instead of Health. Tends to be the highest pool drain of any weapon.

Mind Cost - Same as abofe, except for Mind instead of Health. Tends to be lowest drain of any weapon.


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