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Whether or not the weapon uses ElementalRockPaperScissors when inflicting damage. Most weapons are NonElemental, but elemental weapons tend to have follow the same interactions as the local magic system.

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Whether or not the weapon uses ElementalRockPaperScissors when inflicting damage. Most weapons are NonElemental, but elemental weapons tend to have follow the same interactions as the local magic system.
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More common in RPG's, the types of characters that can equip the weapon and the skills a character needs to use the weapon to full effect.

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More common in RPG's, the types of characters that can equip the weapon and the skills a character needs to use the weapon to full effect.
effect. Some skills may have a {{Cooldown}} which limits how often they can be used.
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Any secondary effects (often StandardStatusEffects) that the weapon may impose on the target.

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Any secondary effects (often StandardStatusEffects) StatusEffects) that the weapon may impose on the target.
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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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How resistant the weapon is against wear and tear. Weapons may be indestructible, or may require regular maintenance to keep in working condition. See also BreakableWeapons.
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Standardizing header

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! Please do not add examples to work pages; this merely [[Administrivia/DefinitionOnlyPages defines the term]].
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For ranged attacks, some projectiles can be seen and dodged, and some are slow enough that the user must lead the target a bit. Other weapons are HitScan. Some projectiles are affected by gravity, and some are not. Finally, whether the target can trace a missed or non-fatal shot back to the source.

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For ranged attacks, some projectiles can be seen and dodged, and some are slow enough that the user must lead the target a bit. Other weapons are HitScan.{{hitscan}}. Some projectiles are affected by gravity, and some are not. Finally, whether the target can trace a missed or non-fatal shot back to the source.
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** '''Knockdown and Knockback'''

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** '''Knockdown and Knockback'''Knockback'''\\
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** '''Knockdown and Knockback''

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** '''Knockdown and Knockback''Knockback'''

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** '''Armor Penetration''' \\
Some enemies are given a defense stat that reduces or negates damage, and being able to perform an ArmorPiercingAttack can be important.
** '''Knockdown and Knockback''
Some games give different weapons the ability to trip, stagger, or stumble foes.
* '''Area of Effect''' \\
How large an area the impact affects.



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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Maximum distance that can exist between user and opponent and still hit them with it. Applies to both long distance and melee weapons. Can sometimes affect damage or accuracy.accuracy. Some weapons even have a minimum range within which they are very ineffective or useless, such as a grenade launcher needing to fly a certain distance before the warhead arms.



** '''Critical Hit Rate''' \\
The chance of landing a CriticalHit.

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** '''Critical Hit Rate''' Rate and Damage''' \\
The chance of landing a CriticalHit.CriticalHit and how much of a difference that critical hit will make.


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* '''Projectile Speed, Arc, and Visibility''' \\
For ranged attacks, some projectiles can be seen and dodged, and some are slow enough that the user must lead the target a bit. Other weapons are HitScan. Some projectiles are affected by gravity, and some are not. Finally, whether the target can trace a missed or non-fatal shot back to the source.
* '''Skill''' \\
More common in RPG's, the types of characters that can equip the weapon and the skills a character needs to use the weapon to full effect.
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For ranged weapons, how many shots the weapon fires in a given period of time. [[MoreDakka Machine Guns]] tend to have high rates of fire while [[ShotgunsAreJustBetter shotguns]] have lower ones.

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For ranged weapons, how many shots the weapon fires in a given period of time. [[MoreDakka Machine Guns]] tend to have high rates of fire while [[ShotgunsAreJustBetter shotguns]] have lower ones.ones, for example.
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** '''Switching Speed'''

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** '''Switching Speed'''Speed'''\\
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** '''Switching Speed'''
How long it takes to switch to and/or from another weapon.
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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 OneBulletClip trope determines if partially consumed clips are tracked or returned to a general pool.

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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 OneBulletClip OneBulletClips trope determines if partially consumed clips are tracked or returned to a general pool.

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Also associated with ranged weapons, how many ''total'' attacks the user can make with it.

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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 OneBulletClip trope determines if partially consumed clips are tracked or returned to a general pool.



What type of ammunition a projectile weapon uses, mainly affecting whether or not different characters are allowed to share ammunition.

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What type of ammunition a projectile weapon uses, mainly affecting whether or not different characters are allowed to share ammunition.ammunition, or if different weapons draw from a common pool of ammo.
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The volume of noise a weapon makes when used, which is important in stealth. HollywoodSilencers are used to dampen the sounds of firearms.

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The volume of noise a weapon makes when used, which is important in stealth. HollywoodSilencers {{Hollywood Silencer}}s are used to dampen the sounds of firearms.
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* '''Noise''' \\
The volume of noise a weapon makes when used, which is important in stealth. HollywoodSilencers are used to dampen the sounds of firearms.
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*** '''Recharge Rate''' \\
How quickly a weapon recharges. A common trait for {{Energy Weapon}}s.

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