Typical stats for weapons in games.
Pure and simple, how effective the weapon is in combat.
Typical amount of damage the weapon inflicts when it hits the target.
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.
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.
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.
- Switching Speed
How long it takes to switch to and/or from another weapon.
Maximum distance that can exist between user and opponent and still hit them with it. Can sometimes affect damage or accuracy.
Chances of successfully landing a hit with the weapon (primarily in turn-based systems). Sometimes varies inversely with damage or rate of fire.
How much space a weapon will take in your inventory; may present an Inventory Management Puzzle, especially if combined with a Grid Inventory.
How much a weapon affects your character's movement speed.
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. Weapons with secondary fire modes may have ammo tracked separately for each mode, or may draw from the same pool of ammo at differing rates. Can be broken down into:
- Magazine / Clip Capacity
Number of attacks possible before a reload is required for reloadable weapons, or for weapons with a recharge rate, the number of consecutive attacks possible before it is necessary to wait for the recharge. If the weapon recharges faster than it fires, the capacity is effectively infinite.
- Reserve Capacity
Number of rounds of ammo or number of replacement clips that can be carried at one time. Commonly this is tracked excluding rounds in the clip, so that a weapon with an empty clip but full ammo reserve must be reloaded before further ammo can be collected. The use of the One Bullet Clips trope determines if partially consumed clips are tracked or returned to a general pool.
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, or if different weapons draw from a common pool of ammo.
Whether the weapon's basic capabilities can be enhanced or customized by the user. Gun Accessories and magical upgrades are very common.
The volume of noise a weapon makes when used, which is important in stealth. Hollywood Silencers are used to dampen the sounds of firearms.