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2Typical stats for weapons in games.
3
4* '''Attack''' \
5Pure and simple, how effective the weapon is in combat.
6** '''Power''' \
7Typical amount of damage the weapon inflicts when it hits the target.
8** '''Element''' \
9Whether or not the weapon uses ElementalRockPaperScissors when inflicting damage. Most weapons are NonElemental, but elemental weapons tend to follow the same interactions as the local magic system.
10** '''Damage Type''' \
11A secondary ElementalRockPaperScissors 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.
12** '''Additional Effects''' \
13Any secondary effects (often StatusEffects) that the weapon may impose on the target.
14** '''Armor Penetration''' \
15Some enemies are given a defense stat that reduces or negates damage, and being able to perform an ArmorPiercingAttack can be important.
16** '''Knockdown and Knockback'''\
17Some games give different weapons the ability to trip, stagger, or stumble foes.
18* '''Area of Effect''' \
19How large an area the impact affects.
20* '''Defense''' \
21Whether the weapon can be used to defend against enemy attacks.
22** '''Parry/Counter Rate''' \
23Whether the weapon can be used to defend against an enemy's attacks, and/or allow the user to CounterAttack.
24* '''Speed''' \
25How 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 ActionInitiative than heavier weapons.
26** '''Rate of Fire''' \
27For 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, for example.
28** '''Reload Speed''' \
29How quickly the next projectile(s) is loaded into the weapon. A very common aspect in [=FPS=] games.
30*** '''Recharge Rate''' \
31How quickly a weapon recharges. A common trait for {{Energy Weapon}}s.
32** '''Combo Rate''' \
33How likely it is to deal multiple hits at once.
34** '''Switching Speed'''\
35How long it takes to switch to and/or from another weapon.
36* '''Range''' \
37Maximum 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. 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.
38* '''Accuracy''' \
39Chances of successfully landing a hit with the weapon (primarily in turn-based systems). Sometimes [[InverseLawOfSharpnessAndAccuracy varies inversely with damage or rate of fire]].
40** '''Critical Hit Rate and Damage''' \
41The chance of landing a CriticalHit and how much of a difference that critical hit will make.
42* '''Size''' \
43How much space a weapon will take in your inventory; may present an InventoryManagementPuzzle, especially if combined with a GridInventory.
44* '''Weight''' \
45How much a weapon affects your character's movement speed.
46* '''Hands''' \
47Whether the weapon is wielded with one or two hands; controls whether the character is able to equip a shield (or a [[DualWielding second weapon]]) in combination with it. Some weapons can even be restricted to the ''right'' or ''left'' hand only.
48* '''Ammo Capacity''' \
49Also 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:
50** '''Magazine / Clip Capacity''' \
51Number 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.
52** '''Reserve Capacity''' \
53Number 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 OneBulletClips trope determines if partially consumed clips are tracked or returned to a general pool.
54* '''Durability''' \
55How 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.
56* '''Ammo Type''' \
57What 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.
58* '''Upgrades/Accessories''' \
59Whether the weapon's basic capabilities can be enhanced or customized by the user. GunAccessories and magical upgrades are very common.
60* '''Noise''' \
61The volume of noise a weapon makes when used, which is important in stealth. {{Hollywood Silencer}}s are used to dampen the sounds of firearms.
62* '''Projectile Speed, Arc, and Visibility''' \
63For 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.
64* '''Skill''' \
65More 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. Some skills may have a {{Cooldown}} which limits how often they can be used.
66
67! Please do not add examples to work pages; this merely [[Administrivia/DefinitionOnlyPages defines the term]].

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