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Neko
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PostSubject: Weapon stats.   Mon Jan 18, 2010 11:12 am

Basic stats of a weapon, If you are confused about Dexterity and Power, please say so.
Name Purpose
Dexterity Determines the lowest number of damage your weapon will hit.
Power Determines the highest number of damage your weapon will hit.
Accuracy Determines how accurate your weapon is. A weapon with an accuracy of 100 means it is dead accurate.
Reload How fast your weapon will reload. A weapon with a reload of 1 take 1 second to reload.
Fire rate How many bullets are shot per second. A weapon with a fire rate of 4 shoots 4 bullets a second AT MAX
Secondary stats. Not all weapons will hold secondary skills(Some weapons may have more than 1 skill). If a weapon DOES NOT have a secondary skill, then do not list the skill(ex Do not put...Distance=0, If the weapon cannot zoom in, then distance will not be listed, but still understood to be 0).
Laser Sight If the weapon carries a laser sight or not.
Elemental If the weapon hold the power of elements.
Distance If the weapon can zoom(Sniper) and how far it can.
Extra Damage The chance the weapon has at dealing extra damage per shot(Like 25% chance to deal +5% damage).
Some guns will have percents that go down(5% chance to deal -20% damage)! All weapons have there ups and downs. Some really
REALLY good weapons may be flawed in just this area.
Critical How much damage will be added to a critical. Usually in the form of a percent(Critical damage +200%). The base critical is 150%, So any gun not effected by a critical chance will deal there number +150%. Critical damage is added TO the base(Critical damage +200% means that your following critical\\\'s will deal 350%(200+150).).
Projectiles Fired The number of bullets fired per shot (Generally used with shotguns, if a weapon
does NOT have a Projectiles fired shown in the weapons stats, then the weapon fire 1 shot).

DEXTERITY AND POWER:
Now, for the dexterity and power deal. To start, your player has his own dex and pow, each gun also has its own dex and pow... Each level up the player\\\'s dex and pow will increase(The players ONLY!). As you know , when you hit an enemy, you will hit a number of damage on them. Dex is the lowest number you can hit, Pow is the highest. When you equipped a weapon, you will deal anything between (Player dex+Weapon dex) and (Player Pow+Weapon Pow). When you look at a weapons stats, Dex and Pow will appear in this form...

Weapon:Whatever pistol
Damage:15-26

15 is the lowest that weapon will hit(Dex) and 26 is the highest(Pow). But when you look at a weapon, It will not show the WEAPONS Dex and Pow, It will show (YourDex+WeaponDex)-(YourPow+WeaponPow). This way you will not need to add the weapons stats to your stats to find out how much damage you are actually doing... Each weapon will have its own unique Dex and Pow. Some weapons might have low Pow but High Dex, or the other way around. Some sucky weapons might have low Dex and Pow...

PRIMARY AND SECONDARY STATS
You all know the Ngine i made a while ago. You know, the sniper Ngine? Well, When a weapon will have any zoom, it will look like this...

Weapon: WTF pistol
Damage:19-22
___
Distance:11

The distance tells how far out you can see... Notice the ___ in there? That is the line splitting Primary and secondary stats. What\\\'s the difference? All weapons will have all primary stats, some weapons will only have a few, if any, secondary stats. If a secondary stat isn\\\'t listed on the weapons stats screen, it is understood that will does not have any... If a weapon has a distance of 0(In other words it cannot zoom at all), then it will not say Distance:0, it will simply just leave out the distance period. If a primary stat is equal to 0, it will still show it.

Weapon: WTF pistol
Damage: 74-79
Accuracy: 0
Reload: .7
Firerate: 5
___
Distance:12
Laser sighted
Critical damage +100%
10% chance to hit -10% damage

Notice Accuracy is 0, but still shown? Speaking of which... If 100% accuracy is dead accurate, what is 0%? Well, 0% hasn\\\'t been decided, but eventually we will choose the most inaccurate a weapon can get. Back to Stats, All base stats are shown, But notice not all Secondary stats are? This weapon does not have elemental damage, so if the elemental damage is not shown here, it is understood that it has none. Long story short, it does not need to say... \\\"THIS WEAPON HAS NO ELEMENTAL DAMAGE\\\" or \\\"Element:-\\\".

ELEMENTS:
Some guns will cause elemental damage, here is a list of all the element types. Each weapon will have \"Stars\". these stars will effect how well the element does what it is suppose to, 1 star fire will cause less burn damage than 3 star.
Name Effect
Splinter Chance to burst into more bullets causing damage to enemies around during impact.
Pierce[/b] Has a chance to pierce through enemies
Explosion Chance to explode on contact causing more damage and having an larger area of effect
IncendiaryHas a chance to burns a % of the enemies health over a period of time

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Last edited by PlasmaWaffle on Thu Jan 21, 2010 6:47 am; edited 4 times in total
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gullesnuffs

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PostSubject: Re: Weapon stats.   Mon Jan 18, 2010 8:31 pm

But won't the amount of damage that is inflicted depend on where you hit, not just by chance?

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Neko
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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 1:27 am

Well, if you hit in the body(Or a non-crit zone) You will simply do regular damage. If you hit an enemy in the head(Or a crit zone) You will cause extra damage depending on your crit stat. I suppose some enemies could have armored zones where your hit is greatly decreased or nullified completely.

Crit isn't random BTW, You can only hit a critical if you hit them in a critical zone. This isn't like a MMORPG where you can have a 5% chance of critical or anything, If you hit them in the critical zone it will always hit a critical.

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 2:32 am

'kay, that makes sense. Smile

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 2:36 am

Oh yeah, I forgot to add a secondary skill. You know, if anyone has any ideas, post em here.

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 2:37 am

Elemental...


wait...
Wut?

I thought this was supposed to be a bit realistic... I hope you wont introduce spells soon...Very Happy

Otherwise, nice work: I would though better explain reload, does it mean that 0.5 takes half a second to reload?

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 2:39 am

No, like, your shots explode, or cause fire, or poison enemies or that stuff... As for water, I have no idea...
And yes, .5 reload means it takes that many seconds to reload.

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 2:42 am

Poison bullets... cool I think... That "element" should be called gas or something...

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 2:50 am

Okay, Maybe this poison bullet can cause damage over time when you hit something. I should list all the types of elements.

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 2:55 am

Maybe just armor-piercing, splinter bullets, explosive bullets... but nay for RPG sword effects ^^

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 3:00 am

You never heard of incendiary ammo? Where have you been all this time?

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 3:18 am

certainly I have, I just listed "some" effects. but poison...

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 3:20 am

Yeah, poison is pretty strange, although it is in the future. We can't be limited to 2010's technology. Lets make it a little more realistic, how about like a steel-Lead alloy tipped bullet?

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 4:53 am

Sounds better than poison Very Happy

maybe some of the bullets could radiate instead of have poisonous effect :O

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PostSubject: Re: Weapon stats.   Tue Jan 19, 2010 5:11 am

Radiation!
It is, a bullet made out of plutonium. Smile

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PostSubject: Re: Weapon stats.   Wed Jan 20, 2010 2:09 am

Brilliant Very Happy

What else?

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PostSubject: Re: Weapon stats.   Wed Jan 20, 2010 6:48 am

I don't know, i'm thinking of the actual guns themselves now... Why don't you think up a few more stats?

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PostSubject: Re: Weapon stats.   Wed Jan 20, 2010 7:45 am

Neko, this is a amazing! Good work! Also great job on the list of weapons I saw in Dropbox! You are impressing all of us!

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PostSubject: Re: Weapon stats.   Thu Jan 21, 2010 1:49 am

A few more stats you say?

hehe... here ya go Very Happy

-shock bullets that have a huge charge in them and when thye hit someone, they discharge and disable the enemy for a couple of seconds. This charge should naturally decrease in the relation of distance so these would be good in rather short distances. Physical damage shouldn't be big.

-Flesh Piercing bullets, pierces flesh and bone easily but stops at armor and metal.

okay, thats 6 already(4 old)

Need MOAR?

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PostSubject: Re: Weapon stats.   Thu Jan 21, 2010 6:46 am

Flesh pierce? That like regular pierce only weaker. That would be between normal and pierce so we can't use that. Shock is a pretty good idea, disable enemies.

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