Difference between revisions of "Template:Weapon Stats Table"

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<includeonly>==Quality Table==
+
<includeonly>{{#if: {{{no header|}}} || <h{{{header level|2}}}> Attack table </h{{{header level|2}}}> }}
{{#vardefine:name| {{{ 1 | {{PAGENAME}} }}} }}
+
{{#switch: {{Q|{{#vardefineecho:name|{{{1| {{PAGENAME}} }}} }} |Mode}}
{{#vardefine:mode| {{Q|{{#var:name}}|Mode}} }}
+
  | Melee | Single-Use = {{Weapon Stats Table/Melee|{{#var:name}} }}
 
+
  | #default = {{#if: {{Q|{{#var:name}}|Attack 1 Damage}}
{{#ifeq: {{#var:mode}} | Melee |
+
    | <h{{#expr:{{{header level|2}}}+1}}> Ranged </h{{#expr:{{{header level|2}}}+1}}>
{{#vardefine:avgDPS |  {{formatnum:{{Q|{{#var:name}}|MeleeDPS}}|R}}}}
+
      {{Weapon Stats Table/Ranged|{{#var:name}} }}
{{#vardefine:avgAP|    {{formatnum:{{Q|{{#var:name}}|MeleeAP}}|R}}}}
+
      <h{{#expr:{{{header level|2}}}+1}}> Melee </h{{#expr:{{{header level|2}}}+1}}>
{{#vardefine:highestDam|{{formatnum:{{Q|{{#var:name}}|Attack 1 Damage}}|R}}}}
+
      {{Weapon Stats Table/Melee|{{#var:name}} }}
{{#if: {{Q|{{#var:name}}|Attack 2 Damage}} | {{#ifexpr: {{Q|{{#var:name}}|Attack 2 Damage}} > {{#var: highestDam}} | {{#vardefine: highestDam | {{formatnum:{{Q|{{#var:name}}|Attack 2 Damage}}|R}}}} }} }}
+
    | {{Weapon Stats Table/Ranged|{{#var:name}} }}
{{#if: {{Q|{{#var:name}}|Attack 3 Damage}} | {{#ifexpr: {{Q|{{#var:name}}|Attack 3 Damage}} > {{#var: highestDam}} | {{#vardefine: highestDam | {{formatnum:{{Q|{{#var:name}}|Attack 2 Damage}}|R}}}} }} }}
+
  }}
{{#if: {{Q|{{#var:name}}|Attack 4 Damage}} | {{#ifexpr: {{Q|{{#var:name}}|Attack 4 Damage}} > {{#var: highestDam}} | {{#vardefine: highestDam | {{formatnum:{{Q|{{#var:name}}|Attack 4 Damage}}|R}}}} }} }}
+
}}</includeonly><noinclude>
|
+
{{Recode|reason = 1.) Make it work for [[Mini-flameblaster]], [[Beam graser]] and [[Smoke launcher]]. 2.) Find a solution for [[:Category:Single-Use Weapons]] and [[:Category:Single Thrown Weapons]]. 2.) Check if it works for [[:Category:Turret Weapons]] and [[:Category:Turret]].}}
{{#vardefine:damage|    {{formatnum:{{Q|{{#var:name}}|Damage Base}}|R}}}}
+
{{Documentation}}
{{#vardefine:avgDPS |  {{formatnum:{{Q|{{#var:name}}|Maximum DPS}}|R}}}}
 
{{#vardefine:avgAP|    {{formatnum:{{Q|{{#var:name}}|Armor Penetration}}|R}}}}
 
{{#vardefine:accTouch|  {{formatnum:{{Q|{{#var:name}}|Accuracy (Touch) Base}}|R}}}}
 
{{#vardefine:accShort|  {{formatnum:{{Q|{{#var:name}}|Accuracy (Short) Base}}|R}}}}
 
{{#vardefine:accMedium| {{formatnum:{{Q|{{#var:name}}|Accuracy (Medium) Base}}|R}}}}
 
{{#vardefine:accLong|  {{formatnum:{{Q|{{#var:name}}|Accuracy (Long) Base}}|R}}}}
 
}}
 
{{#vardefine:value|    {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}}}}
 
<div><li style="display: inline-table;">
 
{| {{STDT|sortable c_03 text-center}}
 
|-
 
! Quality
 
{{#ifeq: {{#var:mode}} | Melee |<th>{{H:title|link=no| Damage of the most powerful attack type available to the weapon |Damage}} <th>Avg DPS <th>Avg AP|
 
<th>Damage
 
<th>AP
 
<th>{{H:title|link=no|Base weapon accuracy at Touch Range (3 tiles) | Accuracy<br/>(Touch)}}
 
<th>{{H:title|link=no|Base weapon accuracy at Short Range (12 tiles) | Accuracy<br/>(Short)}}
 
<th>{{H:title|link=no|Base weapon accuracy at Medium Range (25 tiles) | Accuracy<br/>(Medium)}}
 
<th>{{H:title|link=no|Base weapon accuracy at Long Range (40 tiles) | Accuracy<br/>(Long)}}
 
<th>{{H:title|link=no|Damage Per Second assuming all shots hit|DPS<br/>(Optimal)}}
 
<th>{{H:title|link=no|DPS x Accuracy at Touch Range (3 tiles) assuming perfect shooter accuracy|DPS<br/>(Touch)}}
 
<th>{{H:title|link=no|DPS x Accuracy at Short Range (12 tiles) assuming perfect shooter accuracy|DPS<br/>(Short)}}
 
<th>{{H:title|link=no|DPS x Accuracy at Medium Range (25 tiles) assuming perfect shooter accuracy|DPS<br/>(Medium)}}
 
<th>{{H:title|link=no|DPS x Accuracy at Long Range (40 tiles) assuming perfect shooter accuracy|DPS<br/>(Long)}}
 
|}}
 
! Market Value
 
|-
 
!style="text-align:right;" |'''Awful {{#var:name}}'''
 
{{#ifeq: {{#var:mode}} | Melee |
 
<td> {{ #expr: 0.8*{{#var:highestDam|}} round 2}}
 
<td> {{ #expr: 0.8*{{#var:avgDPS|}} round 2}}
 
<td> {{ #expr: 0.8*{{#var:avgAP|}} round 2}}%
 
|
 
<td> {{ #expr: 0.9*{{#var:damage|}} round 2}}
 
<td> {{ #expr: 0.9*{{#var:avgAP|}} round 2}}%
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 0.8*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 0.8*{{#var:accTouch|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 0.8*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 0.8*{{#var:accShort|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 0.8*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 0.8*{{#var:accMedium|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 0.8*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 0.8*{{#var:accLong|}} round 0}}}}%|-}}
 
<td> {{ #expr: 0.9*{{#var:avgDPS|}} round 2}}
 
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.8*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 0.8*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.8*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 0.8*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.8*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 0.8*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.8*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 0.8*{{#var:accLong|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}} |
 
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} -
 
}}
 
|}}
 
| {{Market Value | {{ #expr: 0.5*{{#var:value|}}}}}}{{icon|silver|}}
 
|-
 
 
 
 
 
!style="text-align:right;"|'''Poor {{#var:name}}'''
 
{{#ifeq: {{#var:mode}} | Melee |
 
<td> {{ #expr: 0.9*{{#var:highestDam|}} round 2}}
 
<td> {{ #expr: 0.9*{{#var:avgDPS|}} round 2}}
 
<td> {{ #expr: 0.9*{{#var:avgAP|}} round 2}}%
 
|
 
<td> {{ #expr: 1.0*{{#var:damage|}} round 2}}
 
<td> {{ #expr: 1.0*{{#var:avgAP|}} round 2}}%
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 0.9*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 0.9*{{#var:accTouch|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 0.9*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 0.9*{{#var:accShort|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 0.9*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 0.9*{{#var:accMedium|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 0.9*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 0.9*{{#var:accLong|}} round 0}}}}%|-}}
 
<td> {{ #expr: {{#var:avgDPS|}} round 2}}
 
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.9*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 0.9*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.9*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 0.9*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.9*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 0.9*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 0.9*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 0.9*{{#var:accLong|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}} |
 
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} -
 
}}
 
|}}
 
| {{Market Value | {{ #expr: 0.75*{{#var:value|}}}}}}{{icon|silver|}}
 
|-
 
 
 
! style="text-align:right;" |'''Normal {{#var:name}}'''
 
{{#ifeq: {{#var:mode}} | Melee |
 
<td> {{ #expr: 1.0*{{#var:highestDam|}} round 2}}
 
<td> {{ #expr: 1.0*{{#var:avgDPS|}} round 2}}
 
<td> {{ #expr: 1.0*{{#var:avgAP|}} round 2}}%
 
|
 
<td> {{ #expr: 1.0*{{#var:damage|}} round 2}}
 
<td> {{ #expr: 1.0*{{#var:avgAP|}} round 2}}%
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 1.0*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 1.0*{{#var:accTouch|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 1.0*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 1.0*{{#var:accShort|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 1.0*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 1.0*{{#var:accMedium|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 1.0*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 1.0*{{#var:accLong|}} round 0}}}}%|-}}
 
<td> {{ #expr: {{#var:avgDPS|}} round 2}}
 
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.0*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 1.0*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.0*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 1.0*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.0*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 1.0*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.0*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 1.0*{{#var:accLong|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}} |
 
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} -
 
}}
 
|}}
 
| {{Market Value | {{ #expr: 1.0*{{#var:value|}}}}}}{{icon|silver|}}
 
|-
 
 
 
!  style="text-align:right;" |'''Good {{#var:name}}'''
 
{{#ifeq: {{#var:mode}} | Melee |
 
<td> {{ #expr: 1.1*{{#var:highestDam|}} round 2}}
 
<td> {{ #expr: 1.1*{{#var:avgDPS|}} round 2}}
 
<td> {{ #expr: 1.1*{{#var:avgAP|}} round 2}}%
 
|
 
<td> {{ #expr: 1.0*{{#var:damage|}} round 2}}
 
<td> {{ #expr: 1.0*{{#var:avgAP|}} round 2}}%
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 1.1*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 1.1*{{#var:accTouch|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 1.1*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 1.1*{{#var:accShort|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 1.1*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 1.1*{{#var:accMedium|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 1.1*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 1.1*{{#var:accLong|}} round 0}}}}%|-}}
 
<td> {{ #expr: {{#var:avgDPS|}} round 2}}
 
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.1*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 1.1*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.1*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 1.1*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.1*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 1.1*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.1*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 1.1*{{#var:accLong|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}} |
 
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} -
 
}}
 
|}}
 
| {{Market Value | {{#ifexpr: {{ #expr: 1.25*{{#var:value|}}}} < {{ #expr: 500+{{#var:value|}}}} | {{ #expr: 1.25*{{#var:value|}}}} | {{ #expr: 500+{{#var:value|}}}}}}  }}{{icon|silver|}}
 
|-
 
 
 
! style="text-align:right;" |'''Excellent {{#var:name}}'''
 
{{#ifeq: {{#var:mode}} | Melee |
 
<td> {{ #expr: 1.2*{{#var:highestDam|}} round 2}}
 
<td> {{ #expr: 1.2*{{#var:avgDPS|}} round 2}}
 
<td> {{ #expr: 1.2*{{#var:avgAP|}} round 2}}%
 
|
 
<td> {{ #expr: 1.0*{{#var:damage|}} round 2}}
 
<td> {{ #expr: 1.0*{{#var:avgAP|}} round 2}}%
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 1.2*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 1.2*{{#var:accTouch|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 1.2*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 1.2*{{#var:accShort|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 1.2*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 1.2*{{#var:accMedium|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 1.2*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 1.2*{{#var:accLong|}} round 0}}}}%|-}}
 
<td> {{ #expr: {{#var:avgDPS|}} round 2}}
 
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.2*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 1.2*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.2*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 1.2*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.2*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 1.2*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: {{#ifexpr: {{ #expr: 1.2*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 1.2*{{#var:accLong|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}} |
 
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} -
 
}}
 
|}}
 
| {{Market Value | {{#ifexpr: {{ #expr: 1.5*{{#var:value|}}}} < {{ #expr: 1000+{{#var:value|}}}} | {{ #expr: 1.5*{{#var:value|}}}} | {{ #expr: 1000+{{#var:value|}}}}}}  }}{{icon|silver|}}
 
|-
 
 
 
! style="text-align:right;" |'''Masterwork {{#var:name}}'''
 
{{#ifeq: {{#var:mode}} | Melee |
 
<td> {{ #expr: 1.45*{{#var:highestDam|}} round 2}}
 
<td> {{ #expr: 1.45*{{#var:avgDPS|}} round 2}}
 
<td> {{ #expr: 1.45*{{#var:avgAP|}} round 2}}%
 
|
 
<td> {{ #expr: 1.25*{{#var:damage|}} round 2}}
 
<td> {{ #expr: 1.25*{{#var:avgAP|}} round 2}}%
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 1.35*{{#var:accTouch|}} round 2}} > 100 | 100 | {{ #expr: 1.35*{{#var:accTouch|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 1.35*{{#var:accShort|}} round 2}} > 100 | 100 | {{ #expr: 1.35*{{#var:accShort|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 1.35*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 1.35*{{#var:accMedium|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 1.35*{{#var:accLong|}} round 2}} > 100 | 100 | {{ #expr: 1.35*{{#var:accLong|}} round 0}}}}%|-}}
 
<td> {{ #expr: 1.25*{{#var:avgDPS|}} round 2}}
 
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|
 
{{!}} {{#expr: 1.25*{{#ifexpr: {{ #expr: 1.35*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 1.35*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: 1.25*{{#ifexpr: {{ #expr: 1.35*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 1.35*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: 1.25*{{#ifexpr: {{ #expr: 1.35*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 1.35*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: 1.25*{{#ifexpr: {{ #expr: 1.35*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 1.35*{{#var:accLong|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}} |
 
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} -
 
}}
 
|}}
 
| {{Market Value | {{#ifexpr: {{ #expr: 2.5*{{#var:value|}}}} < {{ #expr: 2000+{{#var:value|}}}} | {{ #expr: 2.5*{{#var:value|}}}} | {{ #expr: 2000+{{#var:value|}}}}}}  }}{{icon|silver|}}
 
|-
 
 
 
! style="text-align:right;" |'''Legendary {{#var:name}}'''
 
{{#ifeq: {{#var:mode}} | Melee |
 
<td> {{ #expr: 1.65*{{#var:highestDam|}} round 2}}
 
<td> {{ #expr: 1.65*{{#var:avgDPS|}} round 2}}
 
<td> {{ #expr: 1.65*{{#var:avgAP|}} round 2}}%
 
|
 
<td> {{ #expr: 1.5*{{#var:damage|}} round 2}}
 
<td> {{ #expr: 1.5*{{#var:avgAP|}} round 2}}%
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Touch) Base}} | {{#ifexpr: {{ #expr: 1.5*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 1.5*{{#var:accTouch|}}  round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Short) Base}} | {{#ifexpr: {{ #expr: 1.5*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 1.5*{{#var:accShort|}}  round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Medium) Base}} | {{#ifexpr: {{ #expr: 1.5*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 1.5*{{#var:accMedium|}} round 0}}}}%|-}}
 
<td> {{#if: {{Q|{{#var:name}}|Accuracy (Long) Base}} | {{#ifexpr: {{ #expr: 1.5*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 1.5*{{#var:accLong|}}  round 0}}}}%|-}}
 
<td> {{ #expr: 1.5*{{#var:avgDPS|}} round 2}}
 
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|
 
{{!}} {{#expr: 1.5*{{#ifexpr: {{ #expr: 1.5*{{#var:accTouch|}}  round 2}} > 100 | 100 | {{ #expr: 1.5*{{#var:accTouch|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: 1.5*{{#ifexpr: {{ #expr: 1.5*{{#var:accShort|}}  round 2}} > 100 | 100 | {{ #expr: 1.5*{{#var:accShort|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: 1.5*{{#ifexpr: {{ #expr: 1.5*{{#var:accMedium|}} round 2}} > 100 | 100 | {{ #expr: 1.5*{{#var:accMedium|}} round 0}}}}/100*{{#var:avgDPS }}  round 2}}
 
{{!}} {{#expr: 1.5*{{#ifexpr: {{ #expr: 1.5*{{#var:accLong|}}  round 2}} > 100 | 100 | {{ #expr: 1.5*{{#var:accLong|}}  round 0}}}}/100*{{#var:avgDPS }}  round 2}} |
 
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} -
 
}}
 
|}}
 
| {{Market Value | {{#ifexpr: {{ #expr: 5*{{#var:value|}}}} < {{ #expr: 3000+{{#var:value|}}}} | {{ #expr: 5*{{#var:value|}}}} | {{ #expr: 3000+{{#var:value|}}}}}}  }}{{icon|silver|}}
 
|-
 
|}
 
<sup>For the full effects of qualities, see [[Quality]].</sup> </li></div></includeonly> <noinclude>
 
{{documentation}}
 
 
</noinclude>
 
</noinclude>

Latest revision as of 17:37, 14 April 2024

Documentation icon Template documentation[view] [edit] [history] [purge]

Description[edit]

This template generates a table summarizing stats for an given weapon, including average damage per second, armor piercing and Market Value, for each quality tier (if applicable) and every stuff option (if applicable).

Note that at the time of writing, weapons with no quality are hardcoded into the template, rather than pulled from the page properties. New no-quality weapons must be manually excepted from the template.

Property:Mode must be set to properly display melee weapons, otherwise it will default to the ranged format.

This template is part of the following system generating tables for all weapons:

Parameters[edit]

The first parameter (if present) will specify which weapon to generate the template for. If absent, {{PAGENAME}} will be used.

The no header parameter will disable the top heading, but not the subheadings for ranged and melee attacks, when set to true.

The header level parameter takes numbers and sets the size of the headings - note that top heading is sized by the number directly, with subheading one size smaller. Default value is 2. It can be used with or without no header.

Example usage[edit]

{{Weapon Stats Table | Persona monosword}}

Produces:

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Persona monosword Persona monosword Handle (Blunt) Point (Stab) Edge (Cut) Human: Left & rigth fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 11.63 57.6% 9.6 1.6s 14.4% 6 25% 21.6 1.6s 72% 13.5 37.5% 21.6 1.6s 72% 13.5 37.5% 8.2 2s 12% 4.1 0% 100 1500 Silver
    Poor 13.08 64.8% 10.8 1.6s 16.2% 6.75 25% 24.3 1.6s 81% 15.19 37.5% 24.3 1.6s 81% 15.19 37.5% 8.2 2s 12% 4.1 0% 100 2250 Silver
    Normal 14.53 72% 12 1.6s 18% 7.5 25% 27 1.6s 90% 16.88 37.5% 27 1.6s 90% 16.88 37.5% 8.2 2s 12% 4.1 0% 100 3000 Silver
    Good 15.98 79.2% 13.2 1.6s 19.8% 8.25 25% 29.7 1.6s 99% 18.56 37.5% 29.7 1.6s 99% 18.56 37.5% 8.2 2s 12% 4.1 0% 100 3500 Silver
    Excellent 17.44 86.4% 14.4 1.6s 21.6% 9 25% 32.4 1.6s 108% 20.25 37.5% 32.4 1.6s 108% 20.25 37.5% 8.2 2s 12% 4.1 0% 100 4000 Silver
    Masterwork 24.47 130.5% 17.4 1.6s 26.1% 10.88 0% 39.15 1.6s 130.5% 24.47 50% 39.15 1.6s 130.5% 24.47 50% 8.2 2s 12% 4.1 0% 100 5000 Silver
    Legendary 27.84 148.5% 19.8 1.6s 29.7% 12.38 0% 44.55 1.6s 148.5% 27.84 50% 44.55 1.6s 148.5% 27.84 50% 8.2 2s 12% 4.1 0% 100 6000 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder
    {{Weapon Stats Table | Assault rifle|}}
    

    Produces:

    Attack table

    Ranged

  • Assault rifle Assault rifle Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 9.9 14.4% 48% 56% 52% 44% 9.79 4.7 5.48 5.09 4.31 240 Silver
    Poor 11 16% 54% 63% 58.5% 49.5% 10.88 5.88 6.85 6.42 5.44 360 Silver
    Normal 11 16% 60% 70% 65% 55% 10.88 6.53 7.62 7.07 5.98 480 Silver
    Good 11 16% 66% 77% 71.5% 60.5% 10.88 7.18 8.38 7.83 6.64 600 Silver
    Excellent 11 16% 72% 84% 78% 66% 10.88 7.83 9.14 8.49 7.18 720 Silver
    Masterwork 13.75 20% 81% 94.5% 87.75% 74.25% 13.6 11.02 12.92 11.97 10.06 1200 Silver
    Legendary 16.5 24% 90% 100% 97.5% 82.5% 16.32 14.69 16.32 15.99 13.55 2400 Silver

    For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band.
    The value is provided due to the interpolated nature of accuracy between range points.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Assault rifle Assault rifle Stock (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & rigth fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 240 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 360 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 480 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 600 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 720 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 1200 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 2400 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder
    {{Weapon Stats Table | Incendiary launcher|}}
    

    Produces:

    Attack table

    Ranged

  • Incendiary launcher Incendiary launcher DPS
    (Optimal)
    Market
    value
    Quality Dam. AP
    Awful 9 0% 1.29 170 Silver
    Poor 10 0% 1.43 255 Silver
    Normal 10 0% 1.43 340 Silver
    Good 10 0% 1.43 425 Silver
    Excellent 10 0% 1.43 510 Silver
    Masterwork 12.5 0% 1.79 850 Silver
    Legendary 15 0% 2.15 1700 Silver

    For the full effects of qualities, see Quality.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Incendiary launcher Incendiary launcher Stock (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & rigth fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 170 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 255 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 340 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 425 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 510 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 850 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 1700 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder