Difference between revisions of "Weapons and Damage"

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The following attributes are available in the tooltip of the weapon:
 
The following attributes are available in the tooltip of the weapon:
  
'''Name'''
+
:'''Name'''
  
The name of the weapon. Might indicate special attributes (e.g. "Gunsmithed ...")
+
::The name of the weapon. Might indicate special attributes (e.g. "Gunsmithed ...")
  
'''Weapon Type'''
+
:'''Weapon Type'''
  
The type of weapon (see Weapon Types)
+
::The type of weapon (see Weapon Types)
  
'''Rating'''
+
:'''Rating'''
  
This is an indicator of weapon strength. It is NOT the damage of the weapon.
+
::This is an indicator of weapon strength. It is NOT the damage of the weapon.
  
'''Damage Type'''
+
:'''Damage Type'''
  
The damage type the weapon deals, e.g. Physical or Fire (see Damage Types).
+
::The damage type the weapon deals, e.g. Physical or Fire (see Damage Types).
  
'''Damage Delivery'''
+
:'''Damage Delivery'''
  
How the weapon delivers the damage, e.g. Direct or Field (see Damage Delivery).
+
::How the weapon delivers the damage, e.g. Direct or Field (see Damage Delivery).
  
'''Special Attributes'''
+
:'''Special Attributes'''
  
These are the Special Attributes that the weapon has (see Special Attributes).
+
::These are the Special Attributes that the weapon has (see Special Attributes).
  
'''Mods'''
+
:'''Mods'''
  
This lists both the number of mods the weapon has, as well as the types of mods (see Weapon Mods).
+
::This lists both the number of mods the weapon has, as well as the types of mods (see Weapon Mods). It will also show which of the mod slots are still empty as well as show mod information on hover.
Will also show which of the mod slots are still empty.
 
  
'''Equip Cost'''
+
:'''Equip Cost'''
  
Lists the Character Attributes required to use this weapon. Will highlight in red if you don't have sufficiently high attributes.
+
::Lists the Character Attributes required to use this weapon. Will highlight in red if you don't have sufficiently high attributes.
Note: Currently bugged (as of 10/06). The Equip Cost will not factor in that you will swap weapons. For example if you have a 2-hand weapon equipped, and you look at another 2-hand weapon, the game will check if you have sufficient attribute to equip BOTH. If in doubt, remove you current weapon and then look at the equip cost.
+
::Note: Currently bugged (as of 10/06). The Equip Cost will not factor in that you will swap weapons. For example if you have a 2-hand weapon equipped, and you look at another 2-hand weapon, the game will check if you have sufficient attribute to equip BOTH. If in doubt, remove you current weapon and then look at the equip cost.
  
'''Item level'''
+
:'''Item level'''
  
Item level is important to see which Weapon Mods can be used.
+
::Item level is important to see which Weapon Mods can be used. It also lists the character level required to use the weapon.
This also lists the character level required to use the weapon.
 
  
 
=== Details ===
 
=== Details ===
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The following attributes are available in the item details through right-click menu. Some of these (e.g. Critical Damage) will only be shown if the weapon has a bonus or value for that attribute.
 
The following attributes are available in the item details through right-click menu. Some of these (e.g. Critical Damage) will only be shown if the weapon has a bonus or value for that attribute.
  
'''Mods'''
+
:'''Mods'''
  
This shows the exact mod in each slot. You can also drag and drop new mods into the weapon on this screen.
+
::This shows the exact mod in each slot. You can also drag and drop new mods into the weapon on this screen. This '''(and not the overall weapon rating from the tooltip!)''' shows the damage of the weapon. This is typically per shot, but some weapons list damage per second.
Damage
 
This (and not the rating from the tooltip!) shows the damage of the weapon. This is typically per shot, but some weapons list damage per second.
 
  
'''Critical Chance'''
+
:'''Critical Chance'''
  
Chance to score a critical hit. This is the weapon chance, which includes Weapon properties and mods, but not any skill bonuses. On the left side, on the character Base Statistics sheet you can see the actual critical chance for your character with this weapon.
+
::Chance to score a critical hit. This is the weapon chance, which includes Weapon properties and mods, but not any skill bonuses. On the left side, on the character Base Statistics sheet you can see the actual critical chance for your character with this weapon.
'''
 
Rate of fire'''
 
  
How many rounds per minute the weapon can shoot. Some special weapons might say "constant" here (see Weapon Types).
+
:'''Rate of fire'''
Interrupt Strength
 
No clue what this does :(
 
Todo: Info about Interrupt Strength
 
  
'''Range'''
+
::How many rounds per minute the weapon can shoot. Some special weapons might say "constant" here (see Weapon Types).
  
How far the weapon can shoot. This does not include bonuses from skills. Beyond this range your shots will not be able to hit at all.
+
:'''Interrupt Strength'''
 +
::Todo: Info about Interrupt Strength
  
'''Critical Damage'''
+
:'''Range'''
  
Additional Damage when doing critical hits. This is the weapon bonus, which includes Weapon properties and mods, but not any skill bonuses. On the left side, on the character Base Statistics sheet you can see the actual Critical Damage bonus for your character with this weapon.
+
::How far the weapon can shoot. This does not include bonuses from skills. Beyond this range your shots will not be able to hit at all.
  
'''Power of X Effect'''
+
:'''Critical Damage'''
  
No clue what this does :(
+
::Additional Damage when doing critical hits. This is the weapon bonus, which includes Weapon properties and mods, but not any skill bonuses. On the left side, on the character Base Statistics sheet you can see the actual Critical Damage bonus for your character with this weapon.
Todo: Infor about "Power of Shock effect"
 
X Attack Strength
 
Attack Strenght to apply the special effect of this damage type (e.g. Shock Attack Strength). See Damage Types.
 
  
'''Special Attributes'''
+
:'''Power of X Effect'''
  
This lists all the Special Attributes.
+
::Todo: Info about "Power of Shock effect"
Modifications
+
::X Attack Strength
Lists all the bonuses from mods.
+
::Attack Strenght to apply the special effect of this damage type (e.g. Shock Attack Strength). See Damage Types.
 +
 
 +
:'''Special Attributes'''
 +
 
 +
::This lists all the Special Attributes, modifications, and their bonuses.
  
 
== Damage Types ==
 
== Damage Types ==
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=== Physical ===
 
=== Physical ===
  
Special effect: not sure :(
+
:Special effect: ''Stun''
There are references to physical damage being able to stun and knock back. But I don't think I've seen enemies being knocked back, so I'm not sure this is working properly.
+
 
Todo: research if special effect is working, if it's bugged, or if it was removed from game on purpose.
+
:There are references to physical damage being able to stun and knock back. As of this time it's unknown if enemies are also knocked back.
  
 
=== Fire ===
 
=== Fire ===
  
Special effect: Ignite
+
:Special effect: ''Ignite''
Ignited enemies lose 5% of their health per second.
+
 
Note: The ignite effect might prevent enemies from regenerating.
+
:Ignited enemies lose 5% of their maximum health per second.
  
 
=== Electric ===
 
=== Electric ===
  
Special effect: Shock
+
:Special effect: ''Shock''
Not sure what this does :(
+
 
Todo: Fill in Shock effect details
+
:Shocked enemies are unable to use most special attacks/abilities.
  
 
=== Toxic ===
 
=== Toxic ===
  
Special effect: Poison
+
:Special effect: ''Poison''
Not sure what this does :(
+
 
Todo: Fill in Poison effect details
+
:Poisoned enemies both gradually lose life and are prevented from regenerating.
Note: The poison effect might prevent enemies from regenerating.
 
  
 
=== Spectral ===
 
=== Spectral ===
  
Special effect: Phased
+
:Special effect: ''Phased''
Phased enemies deal 50% of their normal damage and take 50% more damage.
+
 
 +
:Phased enemies deal 50% of their normal damage and take 50% more damage.
  
 
== Damage Delivery ==
 
== Damage Delivery ==
 
Todo: Need a better name for this
 
  
 
The damage delivery type specified in the tooltip is often misleading, listing only one of potentially multiple damage types.  
 
The damage delivery type specified in the tooltip is often misleading, listing only one of potentially multiple damage types.  
Line 132: Line 123:
 
=== Direct ===
 
=== Direct ===
  
Simply applied damage to the targeted enemy. Typically single-target damage, but some Weapon Types or Special Attributes can still damage multiple targets.
+
:Simply applied damage to the targeted enemy. Typically single-target damage, but some Weapon Types or Special Attributes can still damage multiple targets.
  
 
=== Splash ===
 
=== Splash ===
  
Splash is the damage that is dealt to any surrounding enemies from the point where the shot hits (that could be either an enemy or the ground). There is a radius listed next to the damage which specifies how far the damage will splash.  
+
:Splash is the damage that is dealt to any surrounding enemies from the point where the shot hits (that could be either an enemy or the ground). There is a radius listed next to the damage which specifies how far the damage will splash.  
  
 
=== Field ===
 
=== Field ===
  
Field is typically found on Launcher weapons, and is damage dealt to any enemy standing in the area of the Field. Radius and duration of the field are specified after the damage.
+
:Field is typically found on Launcher weapons, and is damage dealt to any enemy standing in the area of the Field. Radius and duration of the field are specified after the damage.
  
 
=== Beam ===
 
=== Beam ===
  
Beam is found on Laser weapons. It is similar to Direct damage, but has a constant rate of fire and instead of losing accuracy the amount of damage decreases the longer you fire.
+
:Beam is found on Laser weapons. It is similar to Direct damage, but has a constant rate of fire and instead of losing accuracy the amount of damage decreases the longer you fire.

Revision as of 17:50, 13 November 2007

This was written for Marksman Weapons, but it should work for other weapons as well.

Weapon Stats

Tooltip

The following attributes are available in the tooltip of the weapon:

Name
The name of the weapon. Might indicate special attributes (e.g. "Gunsmithed ...")
Weapon Type
The type of weapon (see Weapon Types)
Rating
This is an indicator of weapon strength. It is NOT the damage of the weapon.
Damage Type
The damage type the weapon deals, e.g. Physical or Fire (see Damage Types).
Damage Delivery
How the weapon delivers the damage, e.g. Direct or Field (see Damage Delivery).
Special Attributes
These are the Special Attributes that the weapon has (see Special Attributes).
Mods
This lists both the number of mods the weapon has, as well as the types of mods (see Weapon Mods). It will also show which of the mod slots are still empty as well as show mod information on hover.
Equip Cost
Lists the Character Attributes required to use this weapon. Will highlight in red if you don't have sufficiently high attributes.
Note: Currently bugged (as of 10/06). The Equip Cost will not factor in that you will swap weapons. For example if you have a 2-hand weapon equipped, and you look at another 2-hand weapon, the game will check if you have sufficient attribute to equip BOTH. If in doubt, remove you current weapon and then look at the equip cost.
Item level
Item level is important to see which Weapon Mods can be used. It also lists the character level required to use the weapon.

Details

The following attributes are available in the item details through right-click menu. Some of these (e.g. Critical Damage) will only be shown if the weapon has a bonus or value for that attribute.

Mods
This shows the exact mod in each slot. You can also drag and drop new mods into the weapon on this screen. This (and not the overall weapon rating from the tooltip!) shows the damage of the weapon. This is typically per shot, but some weapons list damage per second.
Critical Chance
Chance to score a critical hit. This is the weapon chance, which includes Weapon properties and mods, but not any skill bonuses. On the left side, on the character Base Statistics sheet you can see the actual critical chance for your character with this weapon.
Rate of fire
How many rounds per minute the weapon can shoot. Some special weapons might say "constant" here (see Weapon Types).
Interrupt Strength
Todo: Info about Interrupt Strength
Range
How far the weapon can shoot. This does not include bonuses from skills. Beyond this range your shots will not be able to hit at all.
Critical Damage
Additional Damage when doing critical hits. This is the weapon bonus, which includes Weapon properties and mods, but not any skill bonuses. On the left side, on the character Base Statistics sheet you can see the actual Critical Damage bonus for your character with this weapon.
Power of X Effect
Todo: Info about "Power of Shock effect"
X Attack Strength
Attack Strenght to apply the special effect of this damage type (e.g. Shock Attack Strength). See Damage Types.
Special Attributes
This lists all the Special Attributes, modifications, and their bonuses.

Damage Types

Physical

Special effect: Stun
There are references to physical damage being able to stun and knock back. As of this time it's unknown if enemies are also knocked back.

Fire

Special effect: Ignite
Ignited enemies lose 5% of their maximum health per second.

Electric

Special effect: Shock
Shocked enemies are unable to use most special attacks/abilities.

Toxic

Special effect: Poison
Poisoned enemies both gradually lose life and are prevented from regenerating.

Spectral

Special effect: Phased
Phased enemies deal 50% of their normal damage and take 50% more damage.

Damage Delivery

The damage delivery type specified in the tooltip is often misleading, listing only one of potentially multiple damage types.

For example, if the tooltip says "Fire Splash", the weapon might have a "Physical Direct" component in addition to the "Fire Splash". And if it says "Fire Direct", it might have both "Fire direct" and "Fire Splash".

You should always check the details of the weapon for the exact damage specifications.

Direct

Simply applied damage to the targeted enemy. Typically single-target damage, but some Weapon Types or Special Attributes can still damage multiple targets.

Splash

Splash is the damage that is dealt to any surrounding enemies from the point where the shot hits (that could be either an enemy or the ground). There is a radius listed next to the damage which specifies how far the damage will splash.

Field

Field is typically found on Launcher weapons, and is damage dealt to any enemy standing in the area of the Field. Radius and duration of the field are specified after the damage.

Beam

Beam is found on Laser weapons. It is similar to Direct damage, but has a constant rate of fire and instead of losing accuracy the amount of damage decreases the longer you fire.