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Extrapolation[]

Meaning[]

As it is in the literal sense of the word, Attributes are objects with definable variables within them, in this case however, there is a finite number of variations, each one delving into its own definition, which creates the stats players should hold a keen interest to. These boosts and predetermined numbers are pivotal to a weapon's or armor's use against enemies.

Differences Pertaining to Weapons[]

It is important to differentiate between weapon & wear attributes. Most obvious to the weapons category, is rather than display an icon allocated to its damage, range, accuracy, and so forth, these numbers are crunched into 'bars', with one bar being the lowest, and four, the highest. What players will begin to find is these squares may be skewed or misinforming, a great example includes the Launchers which often display low or mediocre accuracy & range, while often being projectile-based, with no need for precision nor distance-of-attack calculations. This page will do the most to ensure the effectiveness of all weapons, irrespective of their official card readings.

Differences Pertaining to Armors[]

From a time long past, the variation within Armors is greatly limited, with just three: Health, Accuracy, and Agility. Objectively, the most important of these, is agility, since as the game progressed, the greatest yield in health bonuses is a mere 50-120%, in addition, accuracy at its height is only 12-72%; though these numbers seem high, they are not, as this accounts for the user taking hold of all allocated wear with the highest passive possible, when most armors can already stand alone without them, using their boosts singularly. Agility remained the most effective of these derivatives because weapons very rarely changed on account of payload, while damage and accuracy tend to fluctuate, and in some cases, quite drastically, making the other two nearly obsolete.

Notable Design Choice[]

When a player equips an armor, they receive its displayed passive to the bottom, right of their character view, if more than one icon is equipped, it will stack on top of the other, with defense being upmost, agility secondary, and accuracy last, if one or more of these effects is the same however, then they will add to a total.

Attributes[]

  • Damage: Exclusive to Weapons, this bar, when moved up, tends to imply increased damage towards enemies.
  • Range: Relegated only to guns, this square represents how far an opponent may suffer injury.
  • Accuracy: Filing into both weapon and armor, this indicator or icon, signals the items ability to precisely hit a target more often.
  • Agility: Doubling in for both as well, this statistic supplies an items advantage to reach destinations more swiftly.
  • Health: Singled for Armors, this additive will add to the characters survivability/hit-points.

Damage[]

Best to Battered

Considered by many, the make make or break of any weapon, the squares, as they fill, suggest a weapons total stopping power, this is to say more expressively, that while some viewers may find a legitimate bar ranking "to high" or "to low" by the developers, this is often in foresight to the interest of other factors at play.

Examples include the Shotguns & Handguns which often roll with two or three bars, when some could consider them above the mean, however this can oversee the fact that these guns have a close encounter playstyle, where their damage will peak.

Range[]

+Range with Close Combat Weapons

Often overlooked for the latter, this benefactor adds insurance to distanced matchups against low-reach, yet high stopping power items, adding greatly to guns with already good resolve. Important to note, as most rookies upgrade, the vast majority of far hitting weaponry tends to posses Camping and/or low stopping power.

In addition, long attack guns usually posses a scope, special attachment, and/or aim-assist to the head.

Accuracy[]

++Accuracy While Moving

Largely forgotten by the experienced community in both areas it delves, this line will articulate a guns chance to hit-mark an enemy, with varying degrees of success; characters can be slightly affected by armor which increases this term.

Like with most games in general, unless almost completely inaccurate, most classes will not need the passive, but if a gun is nearly defective in this field, then close reaches is a guarantee.

Agility[]

+Movement Speed with Heavy Weapons

Sought after in both equipment lineups, whenever a weapon has this numbered below two, then armor to increase its loss becomes more viable, usually dependent on what object it fires. Other cases do still find great resolve in this wear, as low hit-scan weapons can see increased matchup against opponents on the battlefield, without fear of being fired upon to soon.

Rarely the case, but some combat items, like the Divine Sword & Elemental Shotgun have "enhanced" agility, which makes the use of gear for this benefit unnecessary.

Health[]

Health Indicator

Considered for the longest time, the greatest potential enhancer- hit-points required to down the character is incremented. Why so is due to the lack thereof, had this defense been more considered in the later meta' then its use would have been brutal against the poison, fire, and explosive commodities. As its issued now, it finds most use out of older, more weary weapons.

However, in an offshoot, the Zombie Bull acts as this theory, to great avail, as when combined with protection quirks, on top of receiving less harm from designated or multiple items, the wearer also soaks in more fury, from their would-be final blow.

Firepower[]

DPS (Infocon)

Having pointed out the elected of the total attributes, lets discuss the statistical data, that eludes to even more, and equally noteworthy variables. While Digital Legends expresses the observable, this section will prelude to what others may consider the unofficial.

Meant in the real world, as a term to describe weapons en mase, against an intended target, here it will be a guiding term, that will logically explain a particular candidates strengths & weaknesses; in the future, this section will display an exact calculation of every possible statistic for a gun, sword, or bow, based on a ranking sheet. To state more plainly, how "overpowered", "underpowered", or leveled a combat item is.

Firepower Glossary[]

  • DPS: Referred to fully as, 'Damage per Shot', this stat describes the exact number of lethality in any given object, in this case, weaponry.
  • Hit-Scan Distance: The reach at which a gun is unable to hit-mark an object, translating to, 'how far can the machine hit'.
  • Damage falloff: A point in which damage is affected by range interference.
  • Bullet Spread: A maximum distance of accuracy before bullets begin to miss.
  • Precision Loss: A Launchers beam begins to cone (expand) over great distances.
  • Misfire Chance: Rare mishaps in key weapons, with very low accuracy, causing a bullet to outright miss a target standing in front of it.
  • Projectile Speed: A replacer for Range, which deducts a Launchers travel speed ÷ time of impact.
  • Trajectory: A three-point case made in the presence of lobbing projectiles, defining their accuracy from various measurements.
  • Projectile Dip: The degree measurement made for lobbing objects, from the center of the crosshair, to the ground.
  • Projectile Lifespan/Detonation: How long a warhead/blunt object travels before a sequence triggers, causing it to explode in flight.
  • Splash Radius: Upon any explosion, the view of the resulting animated area from one end to another.
  • Splash Damage: Lowest amount of damage that concurs from an explosions origin onto an enemy.
  • Projectile Fracture: Often seen in arrows, is the observation of its departure from a Bow to its eventual snap.
  • Projectile Size: Rarely and only found in Launchers, the bullet that exits its chamber is able to injure an enemy from centimeters away.
  • Crosshair Perimeters: Conducts an observable measurement of the height & width of the four vectors center of screen in-game.
  • Aim Assistance: Used explicitly with Launchers who happen to have an ability to target-lock onto a foe from a varied distance.
  • Handling: Characters ability to passively increase a weapons accuracy while on the move.
  • Payload: Movement speed reduction caused by carrying a given weapon.
  • RoF/Swing Speed: Rate of fire - How much ammo is consumed in a single second upon firing the gun.
  • Charge Speed: How quickly does the weapon begin to phase between charge levels.
  • Charge Multiplier: Universal law of damage gain from varying sequence' of charges.
  • Block Recovery: The point in which another block generates from time lapsed, after using one or more.
  • Pump-Action Speed: A stopgap that occurs each time a Shotgun fires its second & consecutive shells, resupplying with another within its chamber.
  • Bolt-Action Speed: After the first round is fired, the next round in the magazine, and each one then on, requires the Rifles bolt to be unprimed and reprimed.
  • Reload Speed: How quickly does the character retrieve munition for the gun.
  • Shell Recovery: Certain Shotguns require individual munition to be inserted into its chamber one at a time.

Firepower - Definitions & Explanations[]

Damage per Shot[]

When this stat is discussed, the standard for receiving a weapons damage total, comes from Whiplash exclusively, as his health is exactly 1,500%, allowing heavy hitting Shotguns & Launchers to be better understood. For now, all estimates will be based on the total number of hit-marks it takes to defeat him, in the future, this may become even more accurate - seeing as some weapons deal more damage in their final strike, meaning some damage is actually disregarded in some calculations.

Hit-Scan Distance[]

Technical in its naming, think more of this as the range compartment, here it is made more apparent the guns full reach - discounting the drop-off it may endure at these heights. Because none of these mentioned plots have any disclosed values in-game, or from the developers, these tests are made in Royal Garden against either the Explosive Barrels or several enemies, at what can be inferred that particular weapons greatest reach.

Damage Falloff[]

Coinciding with the above, this topic better defines both a weapons maximum reach before damage is lost, as well as servicing for what some consider unnatural bar representations from the official card of certain guns.

Bullet Spread[]

Also illicit with Hit-Scan & Falloff, Bullet Spread, or as its more widely known, 'Bloom', is a guns inability to safely tag an opponent afar; roughly tested by locking onto an enemy from a weapons greatest range and seeing how often it misses a hit-mark within a single depleting ammo pool. Multiple tests may be acquired to gain a greater sense of its effectiveness.

Precision Loss[]

Shared with bullets, some Launchers have what are called "instant-hit projectiles", which is to say, they deal their damage onto a target as soon as the users crosshair goes red. Ensuring fair play, these beams/rays have a debuff like Heavy Weapons where over a distance a cone-like effect happens, causing the gun to lose some stopping power.

Misfire Chance[]

Found only in fixed crosshairs & poor accuracy guns, a misfire is found whenever tests illustrate these devices are unable to register their bullets (in a pool) within a reach of less than 13ft, but can still be fired from this distance.

Projectile Speed[]

Used only in Launchers & Bows, this variable rates the "range" of them as a supplementary. Although its been mentioned the math involved, the map required for an even testing ground is Royal Garden, at the absolute edge of either wall open to the palm trees outside - using a screen recorder cut the video from the moment of liftoff, to either an explosion being set off by the edge most wall or enemy being struck.

Projectile Lifespan/Detonation[]

Pointing towards the sky, or free of any obstacle, using a rocket-based Launcher, screen record the moment the round is fired, and await a discernable explosion in the beyond.

Distinct from them, (using the same method) Blunt-Projectile Weapons are found to only dissipate after they've hit an object, usually lapsing 2s or less.

Splash Radius[]

Pitiful of most avenues, this factor is largely a matter sightseeing, usually making discernment from the animated blast zone that develops from an explosion. Often by screenshots.

Splash Damage[]

Without the official datasheets, conducting the minimum health loss occurs by just nicking a Bots feet beneath them with a Splash Weapon, taking a screenshot after multiple practice hits, and seeing which of them dealt the least amount of damage. Be sure that attack was pursued on a target with 100% health in total, to maintain ease of subtraction and unbiased results.

Projectile Fracture[]

Only applicable to Bows, this despawn observation is much harder to asses, as there is no easy way to view the arrows snapping animation at a distance greater than 18ft (Royal Garden is exactly 37ft in length). It's best to leave this area with the filler, 'On Impact', since the majority of arrows reach their destination in less than 2s.

Projectile Size[]

Found only in Launchers, this commodity is very useful in weapons without auto-aim, as the handler can take full advantage of enemies who may be peeking corners, or hugging flat obstacles, like fences. The only real deciding factor in this field, is simply whether or not the object tags an enemy from a corner; making a value judgement after the fact.

Trajectory[]

Alluding to lobbing munition, like Bows & certain Explosive Weapons; this survey is best finished in three phases, with the first being a ground hit, the second - a shot of the gun at the default aim position the game gives if idling, and one more to reach its maximum impactable hit. Make sure the ensuing explosion or fracture at phase three reaches the ground.

Projectile Dip[]

Connected above, this field finds the rate at which an arrow or warhead begins to fall below the players crosshair, while in the idle aim position. Done by reviewing it on a recoding of the projectiles speed of descent.

Crosshair Perimeters[]

Though difficult to understand without the numbers upfront, this case views the four vectors on the screen of any given gun, often in whole numbers.

Aim Assistance[]

Avoid the fact that nearly all guns contain aim assist, as what this term is referring to, deals heavily with Launchers & the Zombie Incinerator, which often do not have the passive to lock onto enemies from a reach. Most effective way to uncover its range deficit is to sit at the edge of one wall in Royal Garden, and await a Bot at the other end, getting closer until the crosshair fixates on them. Then count from the characters position, to the targets origin.

Handling[]

Very common in Shotguns, this passive presents itself as increasing movement accuracy by 15-20% in most cases.

Payload[]

Essential to those for a need in speed, this aspect covers the true numbers regarding weapon weight, by having the Revolver be the standard measurement of agility for all other weapons at and below it. Using feet ÷ time, walking across the bridge in Royal Garden, starting at the end of the ramp and ending at the edge of the next ramp.

Rate of Fire/Swing Speed[]

Numerous in many games, this outlier can quickly, simply, and accurately find the feeding rate of a gun, or the revolutions of a Melee Weapon.

Charge Speed[]

Collective of the Bows, Big Kaboom, & Charged Stun Rifle, this factor remains constant throughout them, with charge 1 taking 0.2s, charge 2, 0.4s, and charge 3, 1.2s.

Charge Multiplier[]

Tying in with the previous, when charging, these weapons undergo exponential damage ups; with charge 1 being nothing, then charge 2, 159%, and charge 3, 320%.

Block Recovery[]

Maintained by Melee Weapons, and largely constant in this role, players can expect to wait for a block in these designated times: 7.1s, 7.2s, 9.1s, 11.1s, and 11.2s. Different close combat weapons correspond to each time interval.

Pump-Action Speed[]

Uncommon to the Shotgun class, if fired, then the next shot will require a 1s or 1.5s wait time before another shell can be dispelled. Players cannot enhance their firing rate to bypass this debuff.

Bolt-Action Speed[]

While greatly mimicking the above, only certain Rifles are affected by bolt mechanics, and have a pause time of 1.4s, 1.6s, or 2s, with every fired caliber. Unfortunately, handlers will quickly find that fire rate boosting equipment is of no use.

Reload Speed[]

Simplest of all the variables, to find the moment in which another round is supplied, after another was empty or in the process of being such; record exactly at which the reload button goes gray, and returns to its default coloration.

Shell Recovery[]

Even if able to pop a round in quick succession whilst reloading, this tube-fed design is the most timely of any task, but also shares an interesting fact behind it, as certain Shotguns have a slow start (1.3 or 1.2s), but the next shell that is inserted, and each one after drops the reload speed to 0.7s.

Some Things to Consider[]

A few connections have been left out of this sheet, because they are contested as whether or not to exist in principle. Such as Recoil, which seems to be present in weapons like the Anti-Tank Type-33, Toxic Shotgun, and Thunderstruck, yet, they do gain help from items which improve the rate of fire, making them seem as if this debuff is merely a matter using the right equipment, rather than being a diductor in firepower outright.

To that as well, is Bouncing Projectiles, which, though very real, cannot be safely tested upon, without entering immediately into the realm of speculation.

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