Difference between revisions of "Template:True Melee DPS Calculator"

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(changed reason for recoding. Pawn verbs were successfully included. But melee hit chance should be accounted for as well.)
 
(26 intermediate revisions by 2 users not shown)
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<includeonly><!--
 
<includeonly><!--
  
!!! WARNING !!!
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!!! WARNINGS !!!
 +
This template needs to be highly optimised since it's called more than 100 times on some pages. Always check the "Preprocessor visited node count" when editing.
 +
 
 
The following variables are reused by [[Template:Weapon Quality Table/Melee/Row]]. If you change them here you probably have to change them there as well:
 
The following variables are reused by [[Template:Weapon Quality Table/Melee/Row]]. If you change them here you probably have to change them there as well:
 
* {{#var:trueAP}}
 
* {{#var:trueAP}}
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1. VARIABLES
 
1. VARIABLES
 
1.1 Important variables
 
1.1 Important variables
-->{{#vardefine:name | {{{1|{{PAGENAME}} }}} }}<!--
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-->{{#vardefine:name           | {{{1|{{PAGENAME}} }}} }}<!--
-->{{#vardefine:material | {{{2|}}} }}<!--
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-->{{#switch: {{#show:{{#var:name}}|?Type|link=none}}
-->{{#vardefine:sharpFactor | {{Q|{{#var:material}}|Melee Sharp Damage Factor|1}} }}<!--
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| Animal | Mechanoid = {{#vardefine:pawn|{{#var:name}} }} {{#vardefine:weapon|}}
-->{{#vardefine:bluntFactor | {{Q|{{#var:material}}|Melee Blunt Damage Factor|1}} }}<!--
+
| #default =          {{#vardefine:pawn|{{{4|}}} }}      {{#vardefine:weapon|{{#var:name}} }}
-->{{#vardefine:cooldownFactor | {{Q|{{#var:material}}|Melee Cooldown Factor|1}} }}<!--
+
}}<!--
-->{{#vardefine:attack1Type | {{Q|{{#var:name}}|Attack 1 Type}} }}<!--
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-->{{#vardefine:material      | {{{2|}}} }}<!--
-->{{#vardefine:attack2Type | {{Q|{{#var:name}}|Attack 2 Type}} }}<!--
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-->{{#vardefine:cooldownFactor | {{#show:{{#var:material}}|?Melee Cooldown Factor|link=none|default=1}} }}<!--
-->{{#vardefine:attack3Type | {{Q|{{#var:name}}|Attack 3 Type}} }}<!--
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-->{{#vardefine:quality        | {{{ 3|}}} }}<!--
-->{{#vardefine:attack4Type | {{Q|{{#var:name}}|Attack 4 Type}} }}<!--
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-->{{#vardefine:attack1Type   | {{#show:{{#var:weapon}}|?Attack 1 Type|link=none}} }}<!--
-->{{#vardefine:attack5Type | {{Q|{{#var:name}}|Attack 5 Type}} }}<!--
+
-->{{#vardefine:attack2Type   | {{#show:{{#var:weapon}}|?Attack 2 Type|link=none}} }}<!--
-->{{#vardefine:attack6Type | {{Q|{{#var:name}}|Attack 6 Type}} }}<!--
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-->{{#vardefine:attack3Type   | {{#show:{{#var:weapon}}|?Attack 3 Type|link=none}} }}<!--
-->{{#vardefine:qualityFactor | {{#switch: {{lc:{{{3|}}} }}
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-->{{#vardefine:attack4Type   | {{#show:{{#var:weapon}}|?Attack 4 Type|link=none}} }}<!--
  | awful      = 0.8
+
-->{{#vardefine: 5            | {{{ 5|}}} }}<!--
  | poor      = 0.9
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-->{{#vardefine: 6            | {{{ 6|}}} }}<!--
  | normal    = 1
+
-->{{#vardefine: 7            | {{{ 7|}}} }}<!--
  | good      = 1.1
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-->{{#vardefine: 8            | {{{ 8|}}} }}<!--
  | excellent  = 1.2
+
-->{{#vardefine: 9            | {{{ 9|}}} }}<!--
  | masterwork = 1.45
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-->{{#vardefine:10            | {{{10|}}} }}<!--
  | legendary  = 1.65
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-->{{#vardefine:11            | {{{11|}}} }}<!--
  | #default  = 1
+
-->{{#vardefine:12            | {{{12|}}} }}<!--
}} }}<!--
+
-->{{#switch: {{lc:{{{3|}}} }}
 +
  | awful      = {{#vardefine:sharpAndQualityFactor | {{#expr: 0.8 * {{#show:{{#var:material}}|?Melee Sharp Damage Factor|link=none|default=1}} }} }} {{#vardefine:bluntAndQualityFactor | {{#expr: 0.8  * {{#show:{{#var:material}}|?Melee Blunt Damage Factor|link=none|default=1}} }} }}
 +
  | poor      = {{#vardefine:sharpAndQualityFactor | {{#expr: 0.9  * {{#show:{{#var:material}}|?Melee Sharp Damage Factor|link=none|default=1}} }} }} {{#vardefine:bluntAndQualityFactor | {{#expr: 0.9  * {{#show:{{#var:material}}|?Melee Blunt Damage Factor|link=none|default=1}} }} }}
 +
  | good      = {{#vardefine:sharpAndQualityFactor | {{#expr: 1.1  * {{#show:{{#var:material}}|?Melee Sharp Damage Factor|link=none|default=1}} }} }} {{#vardefine:bluntAndQualityFactor | {{#expr: 1.1 * {{#show:{{#var:material}}|?Melee Blunt Damage Factor|link=none|default=1}} }} }}
 +
  | excellent  = {{#vardefine:sharpAndQualityFactor | {{#expr: 1.2  * {{#show:{{#var:material}}|?Melee Sharp Damage Factor|link=none|default=1}} }} }} {{#vardefine:bluntAndQualityFactor | {{#expr: 1.2 * {{#show:{{#var:material}}|?Melee Blunt Damage Factor|link=none|default=1}} }} }}
 +
  | masterwork = {{#vardefine:sharpAndQualityFactor | {{#expr: 1.45 * {{#show:{{#var:material}}|?Melee Sharp Damage Factor|link=none|default=1}} }} }} {{#vardefine:bluntAndQualityFactor | {{#expr: 1.45 * {{#show:{{#var:material}}|?Melee Blunt Damage Factor|link=none|default=1}} }} }}
 +
  | legendary  = {{#vardefine:sharpAndQualityFactor | {{#expr: 1.65 * {{#show:{{#var:material}}|?Melee Sharp Damage Factor|link=none|default=1}} }} }} {{#vardefine:bluntAndQualityFactor | {{#expr: 1.65 * {{#show:{{#var:material}}|?Melee Blunt Damage Factor|link=none|default=1}} }} }}
 +
  | #default  = {{#vardefine:sharpAndQualityFactor | {{#expr: 1   * {{#show:{{#var:material}}|?Melee Sharp Damage Factor|link=none|default=1}} }} }} {{#vardefine:bluntAndQualityFactor | {{#expr: 1    * {{#show:{{#var:material}}|?Melee Blunt Damage Factor|link=none|default=1}} }} }}
 +
}}<!--
  
WIP: calculating a pawn equipped with a certain weapon would look something like this: {{True Melee DPS Calculator|Longsword|Steel|Good|Human|Archotech arm|false|Denture}} for {{True Melee DPS Calculator|<weapon>|<material>|<quality>|<pawn>|<first attack>|<second attack>|<third attack>|<fourth attack>|<fifth attack>|<sixth attack>}}
+
WIP: Do we need to consider Melee Hit Chance? After all it's affected by manipulation
Do we need to consider Melee Hit Chance? After all it's affected by manipulation
 
  
-->{{#if: {{#vardefineecho:pawn| {{{4|}}} }} |
+
-->{{#if: {{#var:pawn}} |
  {{#vardefine:attack7Type | {{#if: {{{ 5|}}} | {{#ifeq: {{{ 5|}}} | false || {{Q|{{{ 5}}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 1 Type}} }} }}
+
  {{#vardefine:attack5Type | {{#if: {{#var: 5}} | {{#ifeq: {{#var: 5}} | false || {{#show:{{#var: 5}}|?Attack 1 Type|link=none}} }} | {{#show:{{#var:pawn}}|?Attack 1 Type|link=none}} }} }}
  {{#vardefine:attack8Type | {{#if: {{{ 6|}}} | {{#ifeq: {{{ 6|}}} | false || {{Q|{{{ 6}}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 2 Type}} }} }}
+
  {{#vardefine:attack6Type | {{#if: {{#var: 6}} | {{#ifeq: {{#var: 6}} | false || {{#show:{{#var: 6}}|?Attack 1 Type|link=none}} }} | {{#show:{{#var:pawn}}|?Attack 2 Type|link=none}} }} }}
  {{#vardefine:attack9Type | {{#if: {{{ 7|}}} | {{#ifeq: {{{ 7|}}} | false || {{Q|{{{ 7}}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 3 Type}} }} }}
+
  {{#vardefine:attack7Type | {{#if: {{#var: 7}} | {{#ifeq: {{#var: 7}} | false || {{#show:{{#var: 7}}|?Attack 1 Type|link=none}} }} | {{#show:{{#var:pawn}}|?Attack 3 Type|link=none}} }} }}
  {{#vardefine:attack10Type | {{#if: {{{ 8|}}} | {{#ifeq: {{{ 8|}}} | false || {{Q|{{{ 8}}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 4 Type}} }} }}<!-- humans have four attacks. To allow for humans with two elbow blades and knee spikes each we need four extra attacks -->
+
  {{#vardefine:attack8Type  | {{#if: {{#var: 8}} | {{#ifeq: {{#var: 8}} | false || {{#show:{{#var: 8}}|?Attack 1 Type|link=none}} }} | {{#show:{{#var:pawn}}|?Attack 4 Type|link=none}} }} }}<!-- humans have four attacks. To allow for humans with two elbow blades and knee spikes each we need four extra attacks -->
  {{#vardefine:attack11Type | {{#if: {{{ 9|}}} | {{#ifeq: {{{ 9|}}} | false || {{Q|{{{ 9}}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 5 Type}} }} }}
+
  {{#vardefine:attack9Type  | {{#if: {{#var: 9}} | {{#ifeq: {{#var: 9}} | false || {{#show:{{#var: 9}}|?Attack 1 Type|link=none}} }} | {{#show:{{#var:pawn}}|?Attack 5 Type|link=none}} }} }}
  {{#vardefine:attack12Type | {{#if: {{{10|}}} | {{#ifeq: {{{10|}}} | false || {{Q|{{{10}}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 6 Type}} }} }}<!-- maximum number of attacks for all pawns. Further attacks can therefore only come from artificial body parts -->
+
  {{#vardefine:attack10Type | {{#if: {{#var:10}} | {{#ifeq: {{#var:10}} | false || {{#show:{{#var:10}}|?Attack 1 Type|link=none}} }} | {{#show:{{#var:pawn}}|?Attack 6 Type|link=none}} }} }}<!-- maximum number of attacks for all pawns. Further attacks can therefore only come from artificial body parts -->
  {{#vardefine:attack13Type | {{Q|{{{11|}}}|Attack 1 Type}} }}
+
  {{#vardefine:attack11Type | {{#show:{{#var:11}}|?Attack 1 Type|link=none}} }}
  {{#vardefine:attack14Type | {{Q|{{{12|}}}|Attack 1 Type}} }}
+
  {{#vardefine:attack12Type | {{#show:{{#var:12}}|?Attack 1 Type|link=none}} }}
  | {{#vardefine:attack7Type|}}{{#vardefine:attack8Type|}}{{#vardefine:attack9Type|}}{{#vardefine:attack10Type|}}{{#vardefine:attack11Type|}}{{#vardefine:attack12Type|}}{{#vardefine:attack13Type|}}{{#vardefine:attack14Type|}}
+
  | {{#vardefine:attack5Type|}}{{#vardefine:attack6Type|}}{{#vardefine:attack7Type|}}{{#vardefine:attack8Type|}}{{#vardefine:attack9Type|}}{{#vardefine:attack10Type|}}{{#vardefine:attack11Type|}}{{#vardefine:attack12Type|}}
 
}}<!--
 
}}<!--
  
1.2 Variables that might be useful to call outside of this template
+
1.2 Clearing variables in case the page is called multiple times on the same page
-->{{#if:{{#var:pawn}} |
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-->{{#vardefine:attack1InitialSelectionWeight | }}{{#vardefine:attack1SelectionCategory |}}{{#vardefine:attack1AP | }}{{#vardefine:attack1Cooldown | }}{{#vardefine:attack1Damage | }}<!--
{{#vardefine:attack7Source  | {{#if: {{{5|}}}  | {{{5}}}  | {{#if: {{#var:attack7Type}} | {{#var:pawn}} }} }} }}
+
-->{{#vardefine:attack2InitialSelectionWeight | }}{{#vardefine:attack2SelectionCategory |}}{{#vardefine:attack2AP | }}{{#vardefine:attack2Cooldown | }}{{#vardefine:attack2Damage | }}<!--
{{#vardefine:attack8Source  | {{#if: {{{6|}}}  | {{{6}}}  | {{#if: {{#var:attack8Type}} | {{#var:pawn}} }} }} }}
+
-->{{#vardefine:attack3InitialSelectionWeight | }}{{#vardefine:attack3SelectionCategory |}}{{#vardefine:attack3AP | }}{{#vardefine:attack3Cooldown | }}{{#vardefine:attack3Damage | }}<!--
{{#vardefine:attack9Source  | {{#if: {{{7|}}}  | {{{7}}} | {{#if: {{#var:attack9Type}} | {{#var:pawn}} }} }} }}
+
-->{{#vardefine:attack4InitialSelectionWeight | }}{{#vardefine:attack4SelectionCategory |}}{{#vardefine:attack4AP | }}{{#vardefine:attack4Cooldown | }}{{#vardefine:attack4Damage | }}<!--
{{#vardefine:attack10Source | {{#if: {{{8|}}}  | {{{8}}} | {{#if: {{#var:attack10Type}} | {{#var:pawn}} }} }} }}
+
-->{{#vardefine:attack5InitialSelectionWeight |0}}{{#vardefine:attack5SelectionCategory |}}{{#vardefine:attack5AP |0}}{{#vardefine:attack5Cooldown |0}}{{#vardefine:attack5Damage |0}}<!--
{{#vardefine:attack11Source | {{#if: {{{9|}}}  | {{{9}}}  | {{#if: {{#var:attack11Type}} | {{#var:pawn}} }} }} }}
+
-->{{#vardefine:attack6InitialSelectionWeight |0}}{{#vardefine:attack6SelectionCategory |}}{{#vardefine:attack6AP |0}}{{#vardefine:attack6Cooldown |0}}{{#vardefine:attack6Damage |0}}<!--
{{#vardefine:attack12Source | {{#if: {{{10|}}} | {{{10}}} | {{#if: {{#var:attack12Type}} | {{#var:pawn}} }} }} }}
+
-->{{#vardefine:attack7InitialSelectionWeight |0}}{{#vardefine:attack7SelectionCategory |}}{{#vardefine:attack7AP |0}}{{#vardefine:attack7Cooldown |0}}{{#vardefine:attack7Damage |0}}<!--
{{#vardefine:attack13Source | {{{11|}}} }}
+
-->{{#vardefine:attack8InitialSelectionWeight |0}}{{#vardefine:attack8SelectionCategory |}}{{#vardefine:attack8AP |0}}{{#vardefine:attack8Cooldown |0}}{{#vardefine:attack8Damage |0}}<!--
{{#vardefine:attack14Source | {{{12|}}} }}
+
-->{{#vardefine:attack9InitialSelectionWeight |0}}{{#vardefine:attack9SelectionCategory |}}{{#vardefine:attack9AP |0}}{{#vardefine:attack9Cooldown |0}}{{#vardefine:attack9Damage |0}}<!--
}}<!--
+
-->{{#vardefine:attack10InitialSelectionWeight|0}}{{#vardefine:attack10SelectionCategory|}}{{#vardefine:attack10AP|0}}{{#vardefine:attack10Cooldown|0}}{{#vardefine:attack10Damage|0}}<!--
-->{{#if:{{#var:pawn}} |
+
-->{{#vardefine:attack11InitialSelectionWeight| }}{{#vardefine:attack11SelectionCategory|}}{{#vardefine:attack11AP| }}{{#vardefine:attack11Cooldown| }}{{#vardefine:attack11Damage| }}<!--
{{#vardefine:attack7Part  | {{#if: {{{5|}}}  | {{Q|{{{5}}}|Attack 1 Part}} | {{Q|{{#var:pawn}}|Attack 1 Part}} }} }}
+
-->{{#vardefine:attack12InitialSelectionWeight| }}{{#vardefine:attack12SelectionCategory|}}{{#vardefine:attack12AP| }}{{#vardefine:attack12Cooldown| }}{{#vardefine:attack12Damage| }}<!--
{{#vardefine:attack8Part  | {{#if: {{{6|}}}  | {{Q|{{{6}}}|Attack 1 Part}}  | {{Q|{{#var:pawn}}|Attack 2 Part}} }} }}
+
-->{{#vardefine:attack1SelectionChance |}}{{#vardefineecho:attack1WeightedDamage |}}{{#vardefineecho:attack1WeightedCooldown |}}{{#vardefineecho:attack1WeightedAP |}}<!--
{{#vardefine:attack9Part  | {{#if: {{{7|}}}  | {{Q|{{{7}}}|Attack 1 Part}}  | {{Q|{{#var:pawn}}|Attack 3 Part}} }} }}
+
-->{{#vardefine:attack2SelectionChance |}}{{#vardefineecho:attack2WeightedDamage |}}{{#vardefineecho:attack2WeightedCooldown |}}{{#vardefineecho:attack2WeightedAP |}}<!--
{{#vardefine:attack10Part | {{#if: {{{8|}}}  | {{Q|{{{8}}}|Attack 1 Part}} | {{Q|{{#var:pawn}}|Attack 4 Part}} }} }}
+
-->{{#vardefine:attack3SelectionChance |}}{{#vardefineecho:attack3WeightedDamage |}}{{#vardefineecho:attack3WeightedCooldown |}}{{#vardefineecho:attack3WeightedAP |}}<!--
{{#vardefine:attack11Part | {{#if: {{{9|}}}  | {{Q|{{{9}}}|Attack 1 Part}} | {{Q|{{#var:pawn}}|Attack 5 Part}} }} }}
+
-->{{#vardefine:attack4SelectionChance |}}{{#vardefineecho:attack4WeightedDamage |}}{{#vardefineecho:attack4WeightedCooldown |}}{{#vardefineecho:attack4WeightedAP |}}<!--
{{#vardefine:attack12Part | {{#if: {{{10|}}} | {{Q|{{{10}}}|Attack 1 Part}} | {{Q|{{#var:pawn}}|Attack 6 Part}} }} }}
+
-->{{#vardefine:attack5SelectionChance |}}{{#vardefineecho:attack5WeightedDamage |}}{{#vardefineecho:attack5WeightedCooldown |}}{{#vardefineecho:attack5WeightedAP |}}<!--
{{#vardefine:attack13Part | {{Q|{{{11|}}}|Attack 1 Part}} }}
+
-->{{#vardefine:attack6SelectionChance |}}{{#vardefineecho:attack6WeightedDamage |}}{{#vardefineecho:attack6WeightedCooldown |}}{{#vardefineecho:attack6WeightedAP |}}<!--
{{#vardefine:attack14Part | {{Q|{{{12|}}}|Attack 1 Part}} }}
+
-->{{#vardefine:attack7SelectionChance |}}{{#vardefineecho:attack7WeightedDamage |}}{{#vardefineecho:attack7WeightedCooldown |}}{{#vardefineecho:attack7WeightedAP |}}<!--
}}<!--
+
-->{{#vardefine:attack8SelectionChance |}}{{#vardefineecho:attack8WeightedDamage |}}{{#vardefineecho:attack8WeightedCooldown |}}{{#vardefineecho:attack8WeightedAP |}}<!--
-->{{#vardefine:quality | {{{3|}}} }}<!--
+
-->{{#vardefine:attack9SelectionChance |}}{{#vardefineecho:attack9WeightedDamage |}}{{#vardefineecho:attack9WeightedCooldown |}}{{#vardefineecho:attack9WeightedAP |}}<!--
 
+
-->{{#vardefine:attack10SelectionChance|}}{{#vardefineecho:attack10WeightedDamage|}}{{#vardefineecho:attack10WeightedCooldown|}}{{#vardefineecho:attack10WeightedAP|}}<!--
1.3 Clearing variables in case the page is called multiple times on the same page
+
-->{{#vardefine:attack11SelectionChance|}}{{#vardefineecho:attack11WeightedDamage|}}{{#vardefineecho:attack11WeightedCooldown|}}{{#vardefineecho:attack11WeightedAP|}}<!--
-->{{#vardefine:attack1InitialSelectionWeight|}}{{#vardefine:attack1SelectionCategory|}}{{#vardefine:attack1AP|}}{{#vardefine:attack1Cooldown|}}{{#vardefine:attack1Damage|}}{{#vardefine:attack1SelectionChance|}}{{#vardefineecho:attack1WeightedDamage|}}{{#vardefineecho:attack1WeightedCooldown|}}{{#vardefineecho:attack1WeightedAP|}}<!--
+
-->{{#vardefine:attack12SelectionChance|}}{{#vardefineecho:attack12WeightedDamage|}}{{#vardefineecho:attack12WeightedCooldown|}}{{#vardefineecho:attack12WeightedAP|}}<!--
-->{{#vardefine:attack2InitialSelectionWeight|}}{{#vardefine:attack2SelectionCategory|}}{{#vardefine:attack2AP|}}{{#vardefine:attack2Cooldown|}}{{#vardefine:attack2Damage|}}{{#vardefine:attack2SelectionChance|}}{{#vardefineecho:attack2WeightedDamage|}}{{#vardefineecho:attack2WeightedCooldown|}}{{#vardefineecho:attack2WeightedAP|}}<!--
 
-->{{#vardefine:attack3InitialSelectionWeight|}}{{#vardefine:attack3SelectionCategory|}}{{#vardefine:attack3AP|}}{{#vardefine:attack3Cooldown|}}{{#vardefine:attack3Damage|}}{{#vardefine:attack3SelectionChance|}}{{#vardefineecho:attack3WeightedDamage|}}{{#vardefineecho:attack3WeightedCooldown|}}{{#vardefineecho:attack3WeightedAP|}}<!--
 
-->{{#vardefine:attack4InitialSelectionWeight|}}{{#vardefine:attack4SelectionCategory|}}{{#vardefine:attack4AP|}}{{#vardefine:attack4Cooldown|}}{{#vardefine:attack4Damage|}}{{#vardefine:attack4SelectionChance|}}{{#vardefineecho:attack4WeightedDamage|}}{{#vardefineecho:attack4WeightedCooldown|}}{{#vardefineecho:attack4WeightedAP|}}<!--
 
-->{{#vardefine:attack5InitialSelectionWeight|}}{{#vardefine:attack5SelectionCategory|}}{{#vardefine:attack5AP|}}{{#vardefine:attack5Cooldown|}}{{#vardefine:attack5Damage|}}{{#vardefine:attack5SelectionChance|}}{{#vardefineecho:attack5WeightedDamage|}}{{#vardefineecho:attack5WeightedCooldown|}}{{#vardefineecho:attack5WeightedAP|}}<!--
 
-->{{#vardefine:attack6InitialSelectionWeight|}}{{#vardefine:attack6SelectionCategory|}}{{#vardefine:attack6AP|}}{{#vardefine:attack6Cooldown|}}{{#vardefine:attack6Damage|}}{{#vardefine:attack6SelectionChance|}}{{#vardefineecho:attack6WeightedDamage|}}{{#vardefineecho:attack6WeightedCooldown|}}{{#vardefineecho:attack6WeightedAP|}}<!--
 
-->{{#vardefine:attack7InitialSelectionWeight|}}{{#vardefine:attack7SelectionCategory|}}{{#vardefine:attack7AP|}}{{#vardefine:attack7Cooldown|}}{{#vardefine:attack7Damage|}}{{#vardefine:attack7SelectionChance|}}{{#vardefineecho:attack7WeightedDamage|}}{{#vardefineecho:attack7WeightedCooldown|}}{{#vardefineecho:attack7WeightedAP|}}<!--
 
-->{{#vardefine:attack8InitialSelectionWeight|}}{{#vardefine:attack8SelectionCategory|}}{{#vardefine:attack8AP|}}{{#vardefine:attack8Cooldown|}}{{#vardefine:attack8Damage|}}{{#vardefine:attack8SelectionChance|}}{{#vardefineecho:attack8WeightedDamage|}}{{#vardefineecho:attack8WeightedCooldown|}}{{#vardefineecho:attack8WeightedAP|}}<!--
 
-->{{#vardefine:attack9InitialSelectionWeight|}}{{#vardefine:attack9SelectionCategory|}}{{#vardefine:attack9AP|}}{{#vardefine:attack9Cooldown|}}{{#vardefine:attack9Damage|}}{{#vardefine:attack9SelectionChance|}}{{#vardefineecho:attack9WeightedDamage|}}{{#vardefineecho:attack9WeightedCooldown|}}{{#vardefineecho:attack9WeightedAP|}}<!--
 
-->{{#vardefine:attack10InitialSelectionWeight|}}{{#vardefine:attack10SelectionCategory|}}{{#vardefine:attack10AP|}}{{#vardefine:attack10Cooldown|}}{{#vardefine:attack10Damage|}}{{#vardefine:attack10SelectionChance|}}{{#vardefineecho:attack10WeightedDamage|}}{{#vardefineecho:attack10WeightedCooldown|}}{{#vardefineecho:attack10WeightedAP|}}<!--
 
-->{{#vardefine:attack11InitialSelectionWeight|}}{{#vardefine:attack11SelectionCategory|}}{{#vardefine:attack11AP|}}{{#vardefine:attack11Cooldown|}}{{#vardefine:attack11Damage|}}{{#vardefine:attack11SelectionChance|}}{{#vardefineecho:attack11WeightedDamage|}}{{#vardefineecho:attack11WeightedCooldown|}}{{#vardefineecho:attack11WeightedAP|}}<!--
 
-->{{#vardefine:attack12InitialSelectionWeight|}}{{#vardefine:attack12SelectionCategory|}}{{#vardefine:attack12AP|}}{{#vardefine:attack12Cooldown|}}{{#vardefine:attack12Damage|}}{{#vardefine:attack12SelectionChance|}}{{#vardefineecho:attack12WeightedDamage|}}{{#vardefineecho:attack12WeightedCooldown|}}{{#vardefineecho:attack12WeightedAP|}}<!--
 
-->{{#vardefine:attack13InitialSelectionWeight|}}{{#vardefine:attack13SelectionCategory|}}{{#vardefine:attack13AP|}}{{#vardefine:attack13Cooldown|}}{{#vardefine:attack13Damage|}}{{#vardefine:attack13SelectionChance|}}{{#vardefineecho:attack13WeightedDamage|}}{{#vardefineecho:attack13WeightedCooldown|}}{{#vardefineecho:attack13WeightedAP|}}<!--
 
-->{{#vardefine:attack14InitialSelectionWeight|}}{{#vardefine:attack14SelectionCategory|}}{{#vardefine:attack14AP|}}{{#vardefine:attack14Cooldown|}}{{#vardefine:attack14Damage|}}{{#vardefine:attack14SelectionChance|}}{{#vardefineecho:attack14WeightedDamage|}}{{#vardefineecho:attack14WeightedCooldown|}}{{#vardefineecho:attack14WeightedAP|}}<!--
 
 
-->{{#vardefine:numBestAttacks|0}}{{#vardefine:numMidAttacks|0}}<!--
 
-->{{#vardefine:numBestAttacks|0}}{{#vardefine:numMidAttacks|0}}<!--
  
 
2. CALCULATIONS
 
2. CALCULATIONS
2.1 Define the damage type of the attacks so it knows which material stat to use for the damage multiplier. Needs updating if new damage types added.
+
2.1 Define the damage type of the attacks so it knows which material stat to use for the damage multiplier. Needs updating if new damage types added. Only include damage types that are "Category = Melee Weapons" and "Armor Category = Blunt". The statements default to Sharp damage if no fitting damage type is found.
2.1.1 First attack
+
2.1.2 Weapon attacks
-->{{#if: {{#var:attack1Type}} |
+
2.1.1.1 First weapon attack
{{#switch: {{#var:attack1Type}}
+
-->{{#if: {{#var:attack1Type}} | {{#vardefine:attack1InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack1Type}}
| Arrow | ArrowHighVelocity | Bite | Bomb | BombSuper | Bullet | Cut | RangedStab | Scratch | Stab | Thump | Toxic bite | Toxic scratch =
 
  {{#vardefine:attack1Damage | {{#expr: {{Q|{{#var:name}}|Attack 1 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
 
  {{#vardefine:attack1AP    | {{#expr: {{Q|{{#var:name}}|Attack 1 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
 
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
  {{#vardefine:attack1Damage | {{#expr: {{Q|{{#var:name}}|Attack 1 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
    {{#vardefineecho:attack1Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }}
  {{#vardefine:attack1AP     | {{#expr: {{Q|{{#var:name}}|Attack 1 AP}}   *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
    * (1 + ({{#vardefineecho:attack1AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100))
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack1Type}} }}
+
    * {{#show:{{#var:weapon}}|?Attack 1 Chance Factor|link=none|default=1}}
}}
+
    / {{#vardefineecho:attack1Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }}
{{#vardefine: attack1InitialSelectionWeight | {{#expr: {{#var:attack1Damage}} * (1 + ({{#var:attack1AP}}/100)) * {{Q|{{#var:name}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack1Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 1 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
+
  | #default =
}}<!--
+
    {{#vardefineecho:attack1Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Damage|link=none}} * {{#var:sharpAndQualityFactor}} }} }}
2.1.2 Second attack
+
    * (1 + ({{#vardefineecho:attack1AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 AP|link=none}} * {{#var:sharpAndQualityFactor}} }} }}/100))
-->{{#if: {{#var:attack2Type}} |
+
    * {{#show:{{#var:weapon}}|?Attack 1 Chance Factor|link=none|default=1}}
{{#switch: {{#var:attack2Type}}
+
    / {{#vardefineecho:attack1Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }}
| Arrow | ArrowHighVelocity | Bite | Bomb | BombSuper | Bullet | Cut | RangedStab | Scratch | Stab | Thump | Toxic bite | Toxic scratch =
+
}} round 1}} }}<!--
  {{#vardefine:attack2Damage| {{#expr: {{Q|{{#var:name}}|Attack 2 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
2.1.1.2 Second weapon attack
  {{#vardefine:attack2AP    | {{#expr: {{Q|{{#var:name}}|Attack 2 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
-->{{#if: {{#var:attack2Type}} | {{#vardefine:attack2InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack2Type}}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
  {{#vardefine:attack2Damage| {{#expr: {{Q|{{#var:name}}|Attack 2 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
    {{#vardefineecho:attack2Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }}
  {{#vardefine:attack2AP   | {{#expr: {{Q|{{#var:name}}|Attack 2 AP}}   *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
    * (1 + ({{#vardefineecho:attack2AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100))
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack2Type}} }}
+
    * {{#show:{{#var:weapon}}|?Attack 2 Chance Factor|link=none|default=1}}
}}
+
    / {{#vardefineecho:attack2Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }}
{{#vardefine: attack2InitialSelectionWeight | {{#expr: {{#var:attack2Damage}} * (1 + ({{#var:attack2AP}}/100)) * {{Q|{{#var:name}}|Attack 2 Chance Factor|1}} / {{#vardefineecho:attack2Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 2 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
+
  | #default =
}}<!--
+
    {{#vardefineecho:attack2Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Damage|link=none}} * {{#var:sharpAndQualityFactor}} }} }}
2.1.3 Third attack
+
    * (1 + ({{#vardefineecho:attack2AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 AP|link=none}} * {{#var:sharpAndQualityFactor}} }} }}/100))
-->{{#if: {{#var:attack3Type}} |
+
    * {{#show:{{#var:weapon}}|?Attack 2 Chance Factor|link=none|default=1}}
{{#switch: {{#var:attack3Type}}
+
    / {{#vardefineecho:attack2Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }}
| Arrow | ArrowHighVelocity | Bite | Bomb | BombSuper | Bullet | Cut | RangedStab | Scratch | Stab | Thump | Toxic bite | Toxic scratch =
+
}} round 1}} }}<!--
  {{#vardefine:attack3Damage| {{#expr: {{Q|{{#var:name}}|Attack 3 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
2.1.1.3 Third weapon attack
  {{#vardefine:attack3AP    | {{#expr: {{Q|{{#var:name}}|Attack 3 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
-->{{#if: {{#var:attack3Type}} | {{#vardefine:attack3InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack3Type}}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
  {{#vardefine:attack3Damage| {{#expr: {{Q|{{#var:name}}|Attack 3 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
    {{#vardefineecho:attack3Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }}
  {{#vardefine:attack3AP   | {{#expr: {{Q|{{#var:name}}|Attack 3 AP}}   *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
    * (1 + ({{#vardefineecho:attack3AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100))
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack3Type}} }}
+
    * {{#show:{{#var:weapon}}|?Attack 3 Chance Factor|link=none|default=1}}
}}
+
    / {{#vardefineecho:attack3Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }}
{{#vardefine: attack3InitialSelectionWeight | {{#expr: {{#var:attack3Damage}} * (1 + ({{#var:attack3AP}}/100)) * {{Q|{{#var:name}}|Attack 3 Chance Factor|1}} / {{#vardefineecho:attack3Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 3 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
+
  | #default =
}}<!--
+
    {{#vardefineecho:attack3Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Damage|link=none}} * {{#var:sharpAndQualityFactor}} }} }}
2.1.4 Fourth attack
+
    * (1 + ({{#vardefineecho:attack3AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 AP|link=none}} * {{#var:sharpAndQualityFactor}} }} }}/100))
-->{{#if: {{#var:attack4Type}} |
+
    * {{#show:{{#var:weapon}}|?Attack 3 Chance Factor|link=none|default=1}}
{{#switch: {{#var:attack4Type}}
+
    / {{#vardefineecho:attack3Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }}
| Arrow | ArrowHighVelocity | Bite | Bomb | BombSuper | Bullet | Cut | RangedStab | Scratch | Stab | Thump | Toxic bite | Toxic scratch =
+
}} round 1}} }}<!--
  {{#vardefine:attack4Damage| {{#expr: {{Q|{{#var:name}}|Attack 4 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
2.1.1.4 Fourth weapon attack
  {{#vardefine:attack4AP    | {{#expr: {{Q|{{#var:name}}|Attack 4 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
-->{{#if: {{#var:attack4Type}} | {{#vardefine:attack4InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack4Type}}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
  {{#vardefine:attack4Damage| {{#expr: {{Q|{{#var:name}}|Attack 4 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
    {{#vardefineecho:attack4Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }}
  {{#vardefine:attack4AP   | {{#expr: {{Q|{{#var:name}}|Attack 4 AP}}   *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
    * (1 + ({{#vardefineecho:attack4AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100))
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack4Type}} }}
+
    * {{#show:{{#var:weapon}}|?Attack 4 Chance Factor|link=none|default=1}}
}}
+
    / {{#vardefineecho:attack4Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }}
{{#vardefine: attack4InitialSelectionWeight | {{#expr: {{#var:attack4Damage}} * (1 + ({{#var:attack4AP}}/100)) * {{Q|{{#var:name}}|Attack 4 Chance Factor|1}} / {{#vardefineecho:attack4Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 4 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
+
  | #default =
}}<!--
+
    {{#vardefineecho:attack4Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Damage|link=none}} * {{#var:sharpAndQualityFactor}} }} }}
2.1.5 Fifth attack
+
    * (1 + ({{#vardefineecho:attack4AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 AP|link=none}} * {{#var:sharpAndQualityFactor}} }} }}/100))
 +
    * {{#show:{{#var:weapon}}|?Attack 4 Chance Factor|link=none|default=1}}
 +
    / {{#vardefineecho:attack4Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }}
 +
}} round 1}} }} }} }} }} }}<!--
 +
2.1.2 Pawn attacks
 +
2.1.2.1 First pawn attack
 
-->{{#if: {{#var:attack5Type}} |
 
-->{{#if: {{#var:attack5Type}} |
{{#switch: {{#var:attack5Type}}
+
{{#if: {{#var: 5}}
  | Arrow | ArrowHighVelocity | Bite | Bomb | BombSuper | Bullet | Cut | RangedStab | Scratch | Stab | Thump | Toxic bite | Toxic scratch =
+
  | {{#vardefine:attack5InitialSelectionWeight | {{#expr: {{#vardefineecho:attack5Damage| {{#show:{{#var: 5}}|?Attack 1 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack5AP| {{#show:{{#var: 5}}|?Attack 1 AP|link=none}} }}/100)) * {{#show:{{#var: 5}}|?Attack 1 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack5Cooldown | {{#show:{{#var: 5}}|?Attack 1 Cooldown|link=none}} }} round 1}} }}
  {{#vardefine:attack5Damage| {{#expr: {{Q|{{#var:name}}|Attack 5 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
| {{#vardefine:attack5InitialSelectionWeight | {{#expr: {{#vardefineecho:attack5Damage| {{#show:{{#var:pawn}}|?Attack 1 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack5AP| {{#show:{{#var:pawn}}|?Attack 1 AP|link=none}} }}/100)) * {{#show:{{#var:pawn}}|?Attack 1 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack5Cooldown | {{#show:{{#var:pawn}}|?Attack 1 Cooldown|link=none}} }} round 1}} }}
  {{#vardefine:attack5AP   | {{#expr: {{Q|{{#var:name}}|Attack 5 AP}}   *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
}}
| Blunt | Crush | Demolish | Poke =
 
  {{#vardefine:attack5Damage| {{#expr: {{Q|{{#var:name}}|Attack 5 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
 
  {{#vardefine:attack5AP    | {{#expr: {{Q|{{#var:name}}|Attack 5 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
 
| #default = {{Error|Unrecognised Damage Type: {{#var:attack5Type}} }}
 
}}
 
{{#vardefine: attack5InitialSelectionWeight | {{#expr: {{#var:attack5Damage}} * (1 + ({{#var:attack5AP}}/100)) * {{Q|{{#var:name}}|Attack 5 Chance Factor|1}} / {{#vardefineecho:attack5Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 5 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
 
 
}}<!--
 
}}<!--
2.1.6 Sixth attack
+
2.1.2.2 Second pawn attack
 
-->{{#if: {{#var:attack6Type}} |
 
-->{{#if: {{#var:attack6Type}} |
{{#switch: {{#var:attack6Type}}
+
{{#if: {{#var: 6}}
  | Arrow | ArrowHighVelocity | Bite | Bomb | BombSuper | Bullet | Cut | RangedStab | Scratch | Stab | Thump | Toxic bite | Toxic scratch =
+
  | {{#vardefine:attack6InitialSelectionWeight | {{#expr: {{#vardefineecho:attack6Damage| {{#show:{{#var: 6}}|?Attack 1 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack6AP| {{#show:{{#var: 6}}|?Attack 1 AP|link=none}} }}/100)) * {{#show:{{#var: 6}}|?Attack 1 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack6Cooldown | {{#show:{{#var: 6}}|?Attack 1 Cooldown|link=none}} }} round 1}} }}
  {{#vardefine:attack6Damage| {{#expr: {{Q|{{#var:name}}|Attack 6 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
| {{#vardefine:attack6InitialSelectionWeight | {{#expr: {{#vardefineecho:attack6Damage| {{#show:{{#var:pawn}}|?Attack 2 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack6AP| {{#show:{{#var:pawn}}|?Attack 2 AP|link=none}} }}/100)) * {{#show:{{#var:pawn}}|?Attack 2 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack6Cooldown | {{#show:{{#var:pawn}}|?Attack 2 Cooldown|link=none}} }} round 1}} }}
  {{#vardefine:attack6AP   | {{#expr: {{Q|{{#var:name}}|Attack 6 AP}}   *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
}}
| Blunt | Crush | Demolish | Poke =
 
  {{#vardefine:attack6Damage| {{#expr: {{Q|{{#var:name}}|Attack 6 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
 
  {{#vardefine:attack6AP    | {{#expr: {{Q|{{#var:name}}|Attack 6 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
 
| #default = {{Error|Unrecognised Damage Type: {{#var:attack6Type}} }}
 
}}
 
{{#vardefine: attack6InitialSelectionWeight | {{#expr: {{#var:attack6Damage}} * (1 + ({{#var:attack6AP}}/100)) * {{Q|{{#var:name}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack6Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 6 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
 
 
}}<!--
 
}}<!--
2.1.7 Pawn attacks
+
2.1.2.3 Third pawn attack
 
-->{{#if: {{#var:attack7Type}} |
 
-->{{#if: {{#var:attack7Type}} |
  {{#if: {{{5|}}}
+
  {{#if: {{#var: 7}}
  | {{#vardefine: attack7InitialSelectionWeight | {{#expr: {{#vardefineecho:attack7Damage| {{Q|{{{5}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack7AP| {{Q|{{{5}}}|Attack 1 AP}} }}/100)) * {{Q|{{{5}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack7Cooldown | {{Q|{{{5}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine:attack7InitialSelectionWeight | {{#expr: {{#vardefineecho:attack7Damage| {{#show:{{#var: 7}}|?Attack 1 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack7AP| {{#show:{{#var: 7}}|?Attack 1 AP|link=none}} }}/100)) * {{#show:{{#var: 7}}|?Attack 1 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack7Cooldown | {{#show:{{#var: 7}}|?Attack 1 Cooldown|link=none}} }} round 1}} }}
  | {{#vardefine: attack7InitialSelectionWeight | {{#expr: {{#vardefineecho:attack7Damage| {{Q|{{#var:pawn}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack7AP| {{Q|{{#var:pawn}}|Attack 1 AP}} }}/100)) * {{Q|{{#var:pawn}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack7Cooldown | {{Q|{{#var:pawn}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine:attack7InitialSelectionWeight | {{#expr: {{#vardefineecho:attack7Damage| {{#show:{{#var:pawn}}|?Attack 3 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack7AP| {{#show:{{#var:pawn}}|?Attack 3 AP|link=none}} }}/100)) * {{#show:{{#var:pawn}}|?Attack 3 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack7Cooldown | {{#show:{{#var:pawn}}|?Attack 3 Cooldown|link=none}} }} round 1}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 +
2.1.2.4 Fourth pawn attack
 
-->{{#if: {{#var:attack8Type}} |
 
-->{{#if: {{#var:attack8Type}} |
  {{#if: {{{6|}}}
+
  {{#if: {{#var: 8}}
  | {{#vardefine: attack8InitialSelectionWeight | {{#expr: {{#vardefineecho:attack8Damage| {{Q|{{{6}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack8AP| {{Q|{{{6}}}|Attack 1 AP}} }}/100)) * {{Q|{{{6}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack8Cooldown | {{Q|{{{6}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine:attack8InitialSelectionWeight | {{#expr: {{#vardefineecho:attack8Damage| {{#show:{{#var: 8}}|?Attack 1 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack8AP| {{#show:{{#var: 8}}|?Attack 1 AP|link=none}} }}/100)) * {{#show:{{#var: 8}}|?Attack 1 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack8Cooldown | {{#show:{{#var: 8}}|?Attack 1 Cooldown|link=none}} }} round 1}} }}
  | {{#vardefine: attack8InitialSelectionWeight | {{#expr: {{#vardefineecho:attack8Damage| {{Q|{{#var:pawn}}|Attack 2 Damage}} }} * (1 + ({{#vardefineecho:attack8AP| {{Q|{{#var:pawn}}|Attack 2 AP}} }}/100)) * {{Q|{{#var:pawn}}|Attack 2 Chance Factor|1}} / {{#vardefineecho:attack8Cooldown | {{Q|{{#var:pawn}}|Attack 2 Cooldown}} }} round 1}} }}
+
  | {{#vardefine:attack8InitialSelectionWeight | {{#expr: {{#vardefineecho:attack8Damage| {{#show:{{#var:pawn}}|?Attack 4 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack8AP| {{#show:{{#var:pawn}}|?Attack 4 AP|link=none}} }}/100)) * {{#show:{{#var:pawn}}|?Attack 4 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack8Cooldown | {{#show:{{#var:pawn}}|?Attack 4 Cooldown|link=none}} }} round 1}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 +
2.1.2.5 Fifth pawn attack
 
-->{{#if: {{#var:attack9Type}} |
 
-->{{#if: {{#var:attack9Type}} |
  {{#if: {{{7|}}}
+
  {{#if: {{#var: 9}}
  | {{#vardefine: attack9InitialSelectionWeight | {{#expr: {{#vardefineecho:attack9Damage| {{Q|{{{7}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack9AP| {{Q|{{{7}}}|Attack 1 AP}} }}/100)) * {{Q|{{{7}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack9Cooldown | {{Q|{{{7}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine:attack9InitialSelectionWeight | {{#expr: {{#vardefineecho:attack9Damage| {{#show:{{#var: 9}}|?Attack 1 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack9AP| {{#show:{{#var: 9}}|?Attack 1 AP|link=none}} }}/100)) * {{#show:{{#var: 9}}|?Attack 1 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack9Cooldown | {{#show:{{#var: 9}}|?Attack 1 Cooldown|link=none}} }} round 1}} }}
  | {{#vardefine: attack9InitialSelectionWeight | {{#expr: {{#vardefineecho:attack9Damage| {{Q|{{#var:pawn}}|Attack 3 Damage}} }} * (1 + ({{#vardefineecho:attack9AP| {{Q|{{#var:pawn}}|Attack 3 AP}} }}/100)) * {{Q|{{#var:pawn}}|Attack 3 Chance Factor|1}} / {{#vardefineecho:attack9Cooldown | {{Q|{{#var:pawn}}|Attack 3 Cooldown}} }} round 1}} }}
+
  | {{#vardefine:attack9InitialSelectionWeight | {{#expr: {{#vardefineecho:attack9Damage| {{#show:{{#var:pawn}}|?Attack 5 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack9AP| {{#show:{{#var:pawn}}|?Attack 5 AP|link=none}} }}/100)) * {{#show:{{#var:pawn}}|?Attack 5 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack9Cooldown | {{#show:{{#var:pawn}}|?Attack 5 Cooldown|link=none}} }} round 1}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 +
2.1.2.6 Sixth pawn attack
 
-->{{#if: {{#var:attack10Type}} |
 
-->{{#if: {{#var:attack10Type}} |
  {{#if: {{{8|}}}
+
  {{#if: {{#var:10}}
  | {{#vardefine: attack10InitialSelectionWeight | {{#expr: {{#vardefineecho:attack10Damage| {{Q|{{{8}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack10AP| {{Q|{{{8}}}|Attack 1 AP}} }}/100)) * {{Q|{{{8}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack10Cooldown | {{Q|{{{8}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine:attack10InitialSelectionWeight | {{#expr: {{#vardefineecho:attack10Damage| {{#show:{{#var:10}}|?Attack 1 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack10AP| {{#show:{{#var:10}}|?Attack 1 AP|link=none}} }}/100)) * {{#show:{{#var:10}}|?Attack 1 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack10Cooldown | {{#show:{{#var:10}}|?Attack 1 Cooldown|link=none}} }} round 1}} }}
  | {{#vardefine: attack10InitialSelectionWeight | {{#expr: {{#vardefineecho:attack10Damage| {{Q|{{#var:pawn}}|Attack 4 Damage}} }} * (1 + ({{#vardefineecho:attack10AP| {{Q|{{#var:pawn}}|Attack 4 AP}} }}/100)) * {{Q|{{#var:pawn}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack10Cooldown | {{Q|{{#var:pawn}}|Attack 4 Cooldown}} }} round 1}} }}
+
  | {{#vardefine:attack10InitialSelectionWeight | {{#expr: {{#vardefineecho:attack10Damage| {{#show:{{#var:pawn}}|?Attack 6 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack10AP| {{#show:{{#var:pawn}}|?Attack 6 AP|link=none}} }}/100)) * {{#show:{{#var:pawn}}|?Attack 6 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack10Cooldown | {{#show:{{#var:pawn}}|?Attack 6 Cooldown|link=none}} }} round 1}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 +
2.1.2.7 Seventh pawn attack
 
-->{{#if: {{#var:attack11Type}} |
 
-->{{#if: {{#var:attack11Type}} |
  {{#if: {{{9|}}}
+
  {{#vardefine:attack11InitialSelectionWeight | {{#expr: {{#vardefineecho:attack11Damage| {{#show:{{#var:11}}|?Attack 1 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack11AP| {{#show:{{#var:11}}|?Attack 1 AP|link=none}} }}/100)) * {{#show:{{#var:11}}|?Attack 1 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack11Cooldown | {{#show:{{#var:11}}|?Attack 1 Cooldown|link=none}} }} round 1}} }}<!--
| {{#vardefine: attack11InitialSelectionWeight | {{#expr: {{#vardefineecho:attack11Damage| {{Q|{{{9}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack11AP| {{Q|{{{9}}}|Attack 1 AP}} }}/100)) * {{Q|{{{5}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack11Cooldown | {{Q|{{{9}}}|Attack 1 Cooldown}} }} round 1}} }}
+
2.1.2.8 Eighth pawn attack
| {{#vardefine: attack11InitialSelectionWeight | {{#expr: {{#vardefineecho:attack11Damage| {{Q|{{#var:pawn}}|Attack 5 Damage}} }} * (1 + ({{#vardefineecho:attack11AP| {{Q|{{#var:pawn}}|Attack 5 AP}} }}/100)) * {{Q|{{#var:pawn}}|Attack 5 Chance Factor|1}} / {{#vardefineecho:attack11Cooldown | {{Q|{{#var:pawn}}|Attack 5 Cooldown}} }} round 1}} }}
 
}}
 
}}<!--
 
 
-->{{#if: {{#var:attack12Type}} |
 
-->{{#if: {{#var:attack12Type}} |
  {{#if: {{{10|}}}
+
  {{#vardefine:attack12InitialSelectionWeight | {{#expr: {{#vardefineecho:attack12Damage| {{#show:{{#var:12}}|?Attack 1 Damage|link=none}} }} * (1 + ({{#vardefineecho:attack12AP| {{#show:{{#var:12}}|?Attack 1 AP|link=none}} }}/100)) * {{#show:{{#var:12}}|?Attack 1 Chance Factor|link=none|default=1}} / {{#vardefineecho:attack12Cooldown | {{#show:{{#var:12}}|?Attack 1 Cooldown|link=none}} }} round 1}} }}
| {{#vardefine: attack12InitialSelectionWeight | {{#expr: {{#vardefineecho:attack12Damage| {{Q|{{{10}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack12AP| {{Q|{{{10}}}|Attack 1 AP}} }}/100)) * {{Q|{{{10}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack12Cooldown | {{Q|{{{10}}}|Attack 1 Cooldown}} }} round 1}} }}
+
}} }}<!--
| {{#vardefine: attack12InitialSelectionWeight | {{#expr: {{#vardefineecho:attack12Damage| {{Q|{{{ 4}}}|Attack 6 Damage}} }} * (1 + ({{#vardefineecho:attack12AP| {{Q|{{{ 4}}}|Attack 6 AP}} }}/100)) * {{Q|{{{ 4}}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack12Cooldown | {{Q|{{{ 4}}}|Attack 6 Cooldown}} }} round 1}} }}
 
}}
 
}}<!--
 
-->{{#if: {{#var:attack13Type}} |
 
{{#vardefine: attack13InitialSelectionWeight | {{#expr: {{#vardefineecho:attack13Damage| {{Q|{{{11}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack13AP| {{Q|{{{11}}}|Attack 1 AP}} }}/100)) * {{Q|{{{11}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack13Cooldown | {{Q|{{{11}}}|Attack 1 Cooldown}} }} round 1}} }}
 
}}<!--
 
-->{{#if: {{#var:attack14Type}} |
 
{{#vardefine: attack14InitialSelectionWeight | {{#expr: {{#vardefineecho:attack14Damage| {{Q|{{{12}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack14AP| {{Q|{{{12}}}|Attack 1 AP}} }}/100)) * {{Q|{{{12}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack14Cooldown | {{Q|{{{12}}}|Attack 1 Cooldown}} }} round 1}} }}
 
}}<!--
 
  
 
2.2 Determine which attack has the highest weight to use as point of comparison for categorisation
 
2.2 Determine which attack has the highest weight to use as point of comparison for categorisation
-->{{#vardefine: maxSelectionWeight | {{#ifexpr: {{#var:attack1InitialSelectionWeight|0}} > {{#var:attack2InitialSelectionWeight|0}} | {{#var:attack1InitialSelectionWeight|0}} | {{#var:attack2InitialSelectionWeight|0}} }} }}<!--
+
-->{{#vardefine:maxSelectionWeight | {{#ifexpr: {{#var:attack1InitialSelectionWeight|0}} > {{#var:attack2InitialSelectionWeight|0}} | {{#var:attack1InitialSelectionWeight|0}} | {{#var:attack2InitialSelectionWeight|0}} }} }}<!--
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack3InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack3InitialSelectionWeight}} }} }}<!--
+
-->{{#if: {{#var:attack3Type }} | {{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack3InitialSelectionWeight }} | {{#vardefine:maxSelectionWeight | {{#var:attack3InitialSelectionWeight }} }} }}<!--
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack4InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack4InitialSelectionWeight}} }} }}<!--
+
-->{{#if: {{#var:attack4Type }} | {{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack4InitialSelectionWeight }} | {{#vardefine:maxSelectionWeight | {{#var:attack4InitialSelectionWeight }} }} }} }} }}<!--
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack5InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack5InitialSelectionWeight}} }} }}<!--
+
-->{{#if: {{#var:attack5Type }} | {{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack5InitialSelectionWeight }} | {{#vardefine:maxSelectionWeight | {{#var:attack5InitialSelectionWeight }} }} }} }}<!--
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack6InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack6InitialSelectionWeight}} }} }}<!--
+
-->{{#if: {{#var:attack6Type }} | {{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack6InitialSelectionWeight }} | {{#vardefine:maxSelectionWeight | {{#var:attack6InitialSelectionWeight }} }} }} }}<!--
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack7InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack7InitialSelectionWeight}} }} }}<!--
+
-->{{#if: {{#var:attack7Type }} | {{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack7InitialSelectionWeight }} | {{#vardefine:maxSelectionWeight | {{#var:attack7InitialSelectionWeight }} }} }} }}<!--
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack8InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack8InitialSelectionWeight}} }} }}<!--
+
-->{{#if: {{#var:attack8Type }} | {{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack8InitialSelectionWeight }} | {{#vardefine:maxSelectionWeight | {{#var:attack8InitialSelectionWeight }} }} }} }}<!--
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack9InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack9InitialSelectionWeight}} }} }}<!--
+
-->{{#if: {{#var:attack9Type }} | {{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack9InitialSelectionWeight }} | {{#vardefine:maxSelectionWeight | {{#var:attack9InitialSelectionWeight }} }} }} }}<!--
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack10InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack10InitialSelectionWeight}} }} }}<!--
+
-->{{#if: {{#var:attack10Type}} | {{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack10InitialSelectionWeight}} | {{#vardefine:maxSelectionWeight | {{#var:attack10InitialSelectionWeight}} }} }} }}<!--
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack11InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack11InitialSelectionWeight}} }} }}<!--
+
-->{{#if: {{#var:attack11Type}} | {{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack11InitialSelectionWeight}} | {{#vardefine:maxSelectionWeight | {{#var:attack11InitialSelectionWeight}} }} }}<!--
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack12InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack12InitialSelectionWeight}} }} }}<!--
+
-->{{#if: {{#var:attack12Type}} | {{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack12InitialSelectionWeight}} | {{#vardefine:maxSelectionWeight | {{#var:attack12InitialSelectionWeight}} }} }} }} }}<!--
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack13InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack13InitialSelectionWeight}} }} }}<!--
 
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack14InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack14InitialSelectionWeight}} }} }}<!--
 
  
 
2.3 Categorize attacks relative to highest initial selection weight into best/mid/worst
 
2.3 Categorize attacks relative to highest initial selection weight into best/mid/worst
2.3.1 First attack
+
2.3.1 Weapon attacks
-->{{#if: {{#var:attack1Type}} |
+
-->{{#if: {{#var:attack1Type }} |
{{#vardefine: attack1SelectionCategory | {{#ifexpr: {{#var:attack1InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack1InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
+
{{#vardefine:attack1SelectionCategory | {{#ifexpr: {{#var:attack1InitialSelectionWeight }} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack1InitialSelectionWeight }} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }}<!--
2.3.2 Second attack
+
-->{{#if: {{#var:attack2Type }} |
-->{{#if: {{#var:attack2Type}} |
+
{{#vardefine:attack2SelectionCategory | {{#ifexpr: {{#var:attack2InitialSelectionWeight }} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack2InitialSelectionWeight }} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }}<!--
{{#vardefine: attack2SelectionCategory | {{#ifexpr: {{#var:attack2InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack2InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
+
-->{{#if: {{#var:attack3Type }} |
2.3.3 Third attack
+
{{#vardefine:attack3SelectionCategory | {{#ifexpr: {{#var:attack3InitialSelectionWeight }} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack3InitialSelectionWeight }} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }}<!--
-->{{#if: {{#var:attack3Type}} |
+
-->{{#if: {{#var:attack4Type }} |
{{#vardefine: attack3SelectionCategory | {{#ifexpr: {{#var:attack3InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack3InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
+
{{#vardefine:attack4SelectionCategory | {{#ifexpr: {{#var:attack4InitialSelectionWeight }} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack4InitialSelectionWeight }} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }} }} }} }}<!--
2.3.4 Fourth attack
+
2.3.2 Pawn attacks
-->{{#if: {{#var:attack4Type}} |
+
-->{{#if: {{#var:attack5Type | {{#var: 5}} }} |
{{#vardefine: attack4SelectionCategory | {{#ifexpr: {{#var:attack4InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack4InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
+
{{#vardefine:attack5SelectionCategory | {{#ifexpr: {{#var:attack5InitialSelectionWeight }} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack5InitialSelectionWeight }} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }}<!--
2.3.5 Fifth attack
+
-->{{#if: {{#var:attack6Type | {{#var: 6}} }} |
-->{{#if: {{#var:attack5Type}} |
+
{{#vardefine:attack6SelectionCategory | {{#ifexpr: {{#var:attack6InitialSelectionWeight }} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack6InitialSelectionWeight }} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }}<!--
{{#vardefine: attack5SelectionCategory | {{#ifexpr: {{#var:attack5InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack5InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
+
-->{{#if: {{#var:attack7Type | {{#var: 7}} }} |
2.3.6 Sixth attack
+
{{#vardefine:attack7SelectionCategory | {{#ifexpr: {{#var:attack7InitialSelectionWeight }} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack7InitialSelectionWeight }} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }}<!--
-->{{#if: {{#var:attack6Type}} |
+
-->{{#if: {{#var:attack8Type | {{#var: 8}} }} |
{{#vardefine: attack6SelectionCategory | {{#ifexpr: {{#var:attack6InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack6InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
+
{{#vardefine:attack8SelectionCategory | {{#ifexpr: {{#var:attack8InitialSelectionWeight }} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack8InitialSelectionWeight }} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }}<!--
2.3.7 Pawn attacks
+
-->{{#if: {{#var:attack9Type | {{#var: 9}} }} |
-->{{#if: {{#var:attack7Type}} |
+
{{#vardefine:attack9SelectionCategory | {{#ifexpr: {{#var:attack9InitialSelectionWeight }} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack9InitialSelectionWeight }} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }}<!--
{{#vardefine: attack7SelectionCategory | {{#ifexpr: {{#var:attack7InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack7InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
+
-->{{#if: {{#var:attack10Type | {{#var:10}} }} |
-->{{#if: {{#var:attack8Type}} |
+
{{#vardefine:attack10SelectionCategory | {{#ifexpr: {{#var:attack10InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack10InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }}<!--
{{#vardefine: attack8SelectionCategory | {{#ifexpr: {{#var:attack8InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack8InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
+
-->{{#if: {{#var:attack11Type}}               |
-->{{#if: {{#var:attack9Type}} |
+
{{#vardefine:attack11SelectionCategory | {{#ifexpr: {{#var:attack11InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack11InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }}<!--
{{#vardefine: attack9SelectionCategory | {{#ifexpr: {{#var:attack9InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack9InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
+
-->{{#if: {{#var:attack12Type}}               |
-->{{#if: {{#var:attack10Type}} |
+
{{#vardefine:attack12SelectionCategory | {{#ifexpr: {{#var:attack12InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine:numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack12InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine:numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }} }} }} }} }} }} }} }}<!--
{{#vardefine: attack10SelectionCategory | {{#ifexpr: {{#var:attack10InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack10InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
 
-->{{#if: {{#var:attack11Type}} |
 
{{#vardefine: attack11SelectionCategory | {{#ifexpr: {{#var:attack11InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack11InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
 
-->{{#if: {{#var:attack12Type}} |
 
{{#vardefine: attack12SelectionCategory | {{#ifexpr: {{#var:attack12InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack12InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
 
-->{{#if: {{#var:attack13Type}} |
 
{{#vardefine: attack13SelectionCategory | {{#ifexpr: {{#var:attack13InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack13InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
 
-->{{#if: {{#var:attack14Type}} |
 
{{#vardefine: attack14SelectionCategory | {{#ifexpr: {{#var:attack14InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack14InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!--
 
  
 
2.4 Calculate selection chances
 
2.4 Calculate selection chances
Line 268: Line 235:
 
-->{{#vardefine:bestCategoryPercentage| {{#ifeq: {{#var:numMidAttacks}} | 0 | 1 | 0.75 }} }}<!--
 
-->{{#vardefine:bestCategoryPercentage| {{#ifeq: {{#var:numMidAttacks}} | 0 | 1 | 0.75 }} }}<!--
 
Define selection chances from category and number of attacks in category so we don't have to calc them twice and so they can be called.
 
Define selection chances from category and number of attacks in category so we don't have to calc them twice and so they can be called.
-->{{#if: {{#var:attack1Type}} | {{#vardefine:attack1SelectionChance|{{#expr: {{#switch: {{#var:attack1SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack1Type               }} | {{#vardefine:attack1SelectionChance | {{#expr: {{#switch: {{#var:attack1SelectionCategory }} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }}<!--
-->{{#if: {{#var:attack2Type}} | {{#vardefine:attack2SelectionChance|{{#expr: {{#switch: {{#var:attack2SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack2Type               }} | {{#vardefine:attack2SelectionChance | {{#expr: {{#switch: {{#var:attack2SelectionCategory }} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }}<!--
-->{{#if: {{#var:attack3Type}} | {{#vardefine:attack3SelectionChance|{{#expr: {{#switch: {{#var:attack3SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack3Type               }} | {{#vardefine:attack3SelectionChance | {{#expr: {{#switch: {{#var:attack3SelectionCategory }} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }}<!--
-->{{#if: {{#var:attack4Type}} | {{#vardefine:attack4SelectionChance|{{#expr: {{#switch: {{#var:attack4SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack4Type               }} | {{#vardefine:attack4SelectionChance | {{#expr: {{#switch: {{#var:attack4SelectionCategory }} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }} }} }} }} }}<!--
-->{{#if: {{#var:attack5Type}} | {{#vardefine:attack5SelectionChance|{{#expr: {{#switch: {{#var:attack5SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack5Type | {{#var: 5}} }} | {{#vardefine:attack5SelectionChance | {{#expr: {{#switch: {{#var:attack5SelectionCategory }} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }}<!--
-->{{#if: {{#var:attack6Type}} | {{#vardefine:attack6SelectionChance|{{#expr: {{#switch: {{#var:attack6SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack6Type | {{#var: 6}} }} | {{#vardefine:attack6SelectionChance | {{#expr: {{#switch: {{#var:attack6SelectionCategory }} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }}<!--
-->{{#if: {{#var:attack7Type}} | {{#vardefine:attack7SelectionChance|{{#expr: {{#switch: {{#var:attack7SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack7Type | {{#var: 7}} }} | {{#vardefine:attack7SelectionChance | {{#expr: {{#switch: {{#var:attack7SelectionCategory }} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }}<!--
-->{{#if: {{#var:attack8Type}} | {{#vardefine:attack8SelectionChance|{{#expr: {{#switch: {{#var:attack8SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack8Type | {{#var: 8}} }} | {{#vardefine:attack8SelectionChance | {{#expr: {{#switch: {{#var:attack8SelectionCategory }} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }}<!--
-->{{#if: {{#var:attack9Type}} | {{#vardefine:attack9SelectionChance|{{#expr: {{#switch: {{#var:attack9SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack9Type | {{#var: 9}} }} | {{#vardefine:attack9SelectionChance | {{#expr: {{#switch: {{#var:attack9SelectionCategory }} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }}<!--
-->{{#if: {{#var:attack10Type}} | {{#vardefine:attack10SelectionChance|{{#expr: {{#switch: {{#var:attack10SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack10Type | {{#var:10}} }} | {{#vardefine:attack10SelectionChance| {{#expr: {{#switch: {{#var:attack10SelectionCategory}} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }}<!--
-->{{#if: {{#var:attack11Type}} | {{#vardefine:attack11SelectionChance|{{#expr: {{#switch: {{#var:attack11SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack11Type               }} | {{#vardefine:attack11SelectionChance| {{#expr: {{#switch: {{#var:attack11SelectionCategory}} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }}<!--
-->{{#if: {{#var:attack12Type}} | {{#vardefine:attack12SelectionChance|{{#expr: {{#switch: {{#var:attack12SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
+
-->{{#if: {{#var:attack12Type               }} | {{#vardefine:attack12SelectionChance| {{#expr: {{#switch: {{#var:attack12SelectionCategory}} | mid = 0.25 / {{#var:numMidAttacks}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | 0 }} }} }} }} }} }} }} }} }} }} }}<!--
-->{{#if: {{#var:attack13Type}} | {{#vardefine:attack13SelectionChance|{{#expr: {{#switch: {{#var:attack13SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
 
-->{{#if: {{#var:attack14Type}} | {{#vardefine:attack14SelectionChance|{{#expr: {{#switch: {{#var:attack14SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!--
 
  
 
2.5 Calculate actual DPS  
 
2.5 Calculate actual DPS  
 
(bestDamage*bestSelectionWeight + midDamage*midSelectionWeight) / (bestCooldownTime*bestSelectionWeight + midCoolDownTime*midSelectionWeight) = DPS
 
(bestDamage*bestSelectionWeight + midDamage*midSelectionWeight) / (bestCooldownTime*bestSelectionWeight + midCoolDownTime*midSelectionWeight) = DPS
 
-->{{#vardefine:weightedDamageTotal | {{#expr: 0
 
-->{{#vardefine:weightedDamageTotal | {{#expr: 0
     {{#if: {{#var:attack1Type}} | +{{#vardefineecho: attack1WeightedDamage  | {{#expr: {{#var:attack1Damage}} *{{#var:attack1SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack1Type               }} | +{{#vardefineecho:attack1WeightedDamage  | {{#expr: {{#var:attack1Damage }} * {{#var:attack1SelectionChance }} }} }}
     {{#if: {{#var:attack2Type}} | +{{#vardefineecho: attack2WeightedDamage  | {{#expr: {{#var:attack2Damage}} *{{#var:attack2SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack2Type               }} | +{{#vardefineecho:attack2WeightedDamage  | {{#expr: {{#var:attack2Damage }} * {{#var:attack2SelectionChance }} }} }}
     {{#if: {{#var:attack3Type}} | +{{#vardefineecho: attack3WeightedDamage  | {{#expr: {{#var:attack3Damage}} *{{#var:attack3SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack3Type               }} | +{{#vardefineecho:attack3WeightedDamage  | {{#expr: {{#var:attack3Damage }} * {{#var:attack3SelectionChance }} }} }}
     {{#if: {{#var:attack4Type}} | +{{#vardefineecho: attack4WeightedDamage  | {{#expr: {{#var:attack4Damage}} *{{#var:attack4SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack4Type               }} | +{{#vardefineecho:attack4WeightedDamage  | {{#expr: {{#var:attack4Damage }} * {{#var:attack4SelectionChance }} }} }} }} }} }} }}
     {{#if: {{#var:attack5Type}} | +{{#vardefineecho: attack5WeightedDamage  | {{#expr: {{#var:attack5Damage}} *{{#var:attack5SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack5Type | {{#var: 5}} }} | +{{#vardefineecho:attack5WeightedDamage  | {{#expr: {{#var:attack5Damage }} * {{#var:attack5SelectionChance }} }} }}
     {{#if: {{#var:attack6Type}} | +{{#vardefineecho: attack6WeightedDamage  | {{#expr: {{#var:attack6Damage}} *{{#var:attack6SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack6Type | {{#var: 6}} }} | +{{#vardefineecho:attack6WeightedDamage  | {{#expr: {{#var:attack6Damage }} * {{#var:attack6SelectionChance }} }} }}
     {{#if: {{#var:attack7Type}} | +{{#vardefineecho: attack7WeightedDamage  | {{#expr: {{#var:attack7Damage}} *{{#var:attack7SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack7Type | {{#var: 7}} }} | +{{#vardefineecho:attack7WeightedDamage  | {{#expr: {{#var:attack7Damage }} * {{#var:attack7SelectionChance }} }} }}
     {{#if: {{#var:attack8Type}} | +{{#vardefineecho: attack8WeightedDamage  | {{#expr: {{#var:attack8Damage}} *{{#var:attack8SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack8Type | {{#var: 8}} }} | +{{#vardefineecho:attack8WeightedDamage  | {{#expr: {{#var:attack8Damage }} * {{#var:attack8SelectionChance }} }} }}
     {{#if: {{#var:attack9Type}} | +{{#vardefineecho: attack9WeightedDamage  | {{#expr: {{#var:attack9Damage}} *{{#var:attack9SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack9Type | {{#var: 9}} }} | +{{#vardefineecho:attack9WeightedDamage  | {{#expr: {{#var:attack9Damage }} * {{#var:attack9SelectionChance }} }} }}
     {{#if: {{#var:attack10Type}} | +{{#vardefineecho: attack10WeightedDamage | {{#expr: {{#var:attack10Damage}}*{{#var:attack10SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack10Type | {{#var:10}} }} | +{{#vardefineecho:attack10WeightedDamage | {{#expr: {{#var:attack10Damage}} * {{#var:attack10SelectionChance}} }} }}
     {{#if: {{#var:attack11Type}} | +{{#vardefineecho: attack11WeightedDamage | {{#expr: {{#var:attack11Damage}}*{{#var:attack11SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack11Type               }} | +{{#vardefineecho:attack11WeightedDamage | {{#expr: {{#var:attack11Damage}} * {{#var:attack11SelectionChance}} }} }}
     {{#if: {{#var:attack12Type}} | +{{#vardefineecho: attack12WeightedDamage | {{#expr: {{#var:attack12Damage}}*{{#var:attack12SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack12Type               }} | +{{#vardefineecho:attack12WeightedDamage | {{#expr: {{#var:attack12Damage}} * {{#var:attack12SelectionChance}} }} }} }} }} }} }} }} }} }} }}
    {{#if: {{#var:attack13Type}} | +{{#vardefineecho: attack13WeightedDamage | {{#expr: {{#var:attack13Damage}}*{{#var:attack13SelectionChance}} }} }} }}
+
}} }}<!--
    {{#if: {{#var:attack14Type}} | +{{#vardefineecho: attack14WeightedDamage | {{#expr: {{#var:attack14Damage}}*{{#var:attack14SelectionChance}} }} }} }} }}
 
}}<!--
 
 
-->{{#vardefine:weightedTimeTotal | {{#expr: 0
 
-->{{#vardefine:weightedTimeTotal | {{#expr: 0
     {{#if: {{#var:attack1Type}} | +{{#vardefineecho: attack1WeightedCooldown  | {{#expr: {{#var:attack1Cooldown}} *{{#var:attack1SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack1Type               }} | +{{#vardefineecho:attack1WeightedCooldown  | {{#expr: {{#var:attack1Cooldown }} * {{#var:attack1SelectionChance }} }} }}
     {{#if: {{#var:attack2Type}} | +{{#vardefineecho: attack2WeightedCooldown  | {{#expr: {{#var:attack2Cooldown}} *{{#var:attack2SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack2Type               }} | +{{#vardefineecho:attack2WeightedCooldown  | {{#expr: {{#var:attack2Cooldown }} * {{#var:attack2SelectionChance }} }} }}
     {{#if: {{#var:attack3Type}} | +{{#vardefineecho: attack3WeightedCooldown  | {{#expr: {{#var:attack3Cooldown}} *{{#var:attack3SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack3Type               }} | +{{#vardefineecho:attack3WeightedCooldown  | {{#expr: {{#var:attack3Cooldown }} * {{#var:attack3SelectionChance }} }} }}
     {{#if: {{#var:attack4Type}} | +{{#vardefineecho: attack4WeightedCooldown  | {{#expr: {{#var:attack4Cooldown}} *{{#var:attack4SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack4Type               }} | +{{#vardefineecho:attack4WeightedCooldown  | {{#expr: {{#var:attack4Cooldown }} * {{#var:attack4SelectionChance }} }} }} }} }} }} }}
     {{#if: {{#var:attack5Type}} | +{{#vardefineecho: attack5WeightedCooldown  | {{#expr: {{#var:attack5Cooldown}} *{{#var:attack5SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack5Type | {{#var: 5}} }} | +{{#vardefineecho:attack5WeightedCooldown  | {{#expr: {{#var:attack5Cooldown }} * {{#var:attack5SelectionChance }} }} }}
     {{#if: {{#var:attack6Type}} | +{{#vardefineecho: attack6WeightedCooldown  | {{#expr: {{#var:attack6Cooldown}} *{{#var:attack6SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack6Type | {{#var: 6}} }} | +{{#vardefineecho:attack6WeightedCooldown  | {{#expr: {{#var:attack6Cooldown }} * {{#var:attack6SelectionChance }} }} }}
     {{#if: {{#var:attack7Type}} | +{{#vardefineecho: attack7WeightedCooldown  | {{#expr: {{#var:attack7Cooldown}} *{{#var:attack7SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack7Type | {{#var: 7}} }} | +{{#vardefineecho:attack7WeightedCooldown  | {{#expr: {{#var:attack7Cooldown }} * {{#var:attack7SelectionChance }} }} }}
     {{#if: {{#var:attack8Type}} | +{{#vardefineecho: attack8WeightedCooldown  | {{#expr: {{#var:attack8Cooldown}} *{{#var:attack8SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack8Type | {{#var: 8}} }} | +{{#vardefineecho:attack8WeightedCooldown  | {{#expr: {{#var:attack8Cooldown }} * {{#var:attack8SelectionChance }} }} }}
     {{#if: {{#var:attack9Type}} | +{{#vardefineecho: attack9WeightedCooldown  | {{#expr: {{#var:attack9Cooldown}} *{{#var:attack9SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack9Type | {{#var: 9}} }} | +{{#vardefineecho:attack9WeightedCooldown  | {{#expr: {{#var:attack9Cooldown }} * {{#var:attack9SelectionChance }} }} }}
     {{#if: {{#var:attack10Type}} | +{{#vardefineecho: attack10WeightedCooldown | {{#expr: {{#var:attack10Cooldown}}*{{#var:attack10SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack10Type | {{#var:10}} }} | +{{#vardefineecho:attack10WeightedCooldown | {{#expr: {{#var:attack10Cooldown}} * {{#var:attack10SelectionChance}} }} }}
     {{#if: {{#var:attack11Type}} | +{{#vardefineecho: attack11WeightedCooldown | {{#expr: {{#var:attack11Cooldown}}*{{#var:attack11SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack11Type               }} | +{{#vardefineecho:attack11WeightedCooldown | {{#expr: {{#var:attack11Cooldown}} * {{#var:attack11SelectionChance}} }} }}
     {{#if: {{#var:attack12Type}} | +{{#vardefineecho: attack12WeightedCooldown | {{#expr: {{#var:attack12Cooldown}}*{{#var:attack12SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack12Type               }} | +{{#vardefineecho:attack12WeightedCooldown | {{#expr: {{#var:attack12Cooldown}} * {{#var:attack12SelectionChance}} }} }} }} }} }} }} }} }} }} }}
    {{#if: {{#var:attack13Type}} | +{{#vardefineecho: attack13WeightedCooldown | {{#expr: {{#var:attack13Cooldown}}*{{#var:attack13SelectionChance}} }} }} }}
+
}} }}<!--
    {{#if: {{#var:attack14Type}} | +{{#vardefineecho: attack14WeightedCooldown | {{#expr: {{#var:attack14Cooldown}}*{{#var:attack14SelectionChance}} }} }} }} }}
+
-->{{#vardefine:trueDPS | {{#expr:{{#var:weightedDamageTotal}}/{{#var:weightedTimeTotal}} round 2}} }}<!--
}}<!--
 
-->{{#vardefine:trueDPS| {{#expr:{{#var:weightedDamageTotal}}/{{#var:weightedTimeTotal}} round 2}} }}<!--
 
  
2.6 Calculate actual average AP  
+
2.6 Calculate actual average AP
 
-->{{#vardefine:trueAP | {{#expr: 0
 
-->{{#vardefine:trueAP | {{#expr: 0
     {{#if: {{#var:attack1Type}} | +{{#vardefineecho: attack1WeightedAP  | {{#expr: {{#var:attack1AP}} *{{#var:attack1SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack1Type               }} | +{{#vardefineecho:attack1WeightedAP  | {{#expr: {{#var:attack1AP }} * {{#var:attack1SelectionChance }} }} }}
     {{#if: {{#var:attack2Type}} | +{{#vardefineecho: attack2WeightedAP  | {{#expr: {{#var:attack2AP}} *{{#var:attack2SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack2Type               }} | +{{#vardefineecho:attack2WeightedAP  | {{#expr: {{#var:attack2AP }} * {{#var:attack2SelectionChance }} }} }}
     {{#if: {{#var:attack3Type}} | +{{#vardefineecho: attack3WeightedAP  | {{#expr: {{#var:attack3AP}} *{{#var:attack3SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack3Type               }} | +{{#vardefineecho:attack3WeightedAP  | {{#expr: {{#var:attack3AP }} * {{#var:attack3SelectionChance }} }} }}
     {{#if: {{#var:attack4Type}} | +{{#vardefineecho: attack4WeightedAP  | {{#expr: {{#var:attack4AP}} *{{#var:attack4SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack4Type               }} | +{{#vardefineecho:attack4WeightedAP  | {{#expr: {{#var:attack4AP }} * {{#var:attack4SelectionChance }} }} }} }} }} }} }}
     {{#if: {{#var:attack5Type}} | +{{#vardefineecho: attack5WeightedAP  | {{#expr: {{#var:attack5AP}} *{{#var:attack5SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack5Type | {{#var: 5}} }} | +{{#vardefineecho:attack5WeightedAP  | {{#expr: {{#var:attack5AP }} * {{#var:attack5SelectionChance }} }} }}
     {{#if: {{#var:attack6Type}} | +{{#vardefineecho: attack6WeightedAP  | {{#expr: {{#var:attack6AP}} *{{#var:attack6SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack6Type | {{#var: 6}} }} | +{{#vardefineecho:attack6WeightedAP  | {{#expr: {{#var:attack6AP }} * {{#var:attack6SelectionChance }} }} }}
     {{#if: {{#var:attack7Type}} | +{{#vardefineecho: attack7WeightedAP  | {{#expr: {{#var:attack7AP}} *{{#var:attack7SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack7Type | {{#var: 7}} }} | +{{#vardefineecho:attack7WeightedAP  | {{#expr: {{#var:attack7AP }} * {{#var:attack7SelectionChance }} }} }}
     {{#if: {{#var:attack8Type}} | +{{#vardefineecho: attack8WeightedAP  | {{#expr: {{#var:attack8AP}} *{{#var:attack8SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack8Type | {{#var: 8}} }} | +{{#vardefineecho:attack8WeightedAP  | {{#expr: {{#var:attack8AP }} * {{#var:attack8SelectionChance }} }} }}
     {{#if: {{#var:attack9Type}} | +{{#vardefineecho: attack9WeightedAP  | {{#expr: {{#var:attack9AP}} *{{#var:attack9SelectionChance}}  }} }} }}
+
     {{#if: {{#var:attack9Type | {{#var: 9}} }} | +{{#vardefineecho:attack9WeightedAP  | {{#expr: {{#var:attack9AP }} * {{#var:attack9SelectionChance }} }} }}
     {{#if: {{#var:attack10Type}} | +{{#vardefineecho: attack10WeightedAP | {{#expr: {{#var:attack10AP}}*{{#var:attack10SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack10Type | {{#var:10}} }} | +{{#vardefineecho:attack10WeightedAP | {{#expr: {{#var:attack10AP}} * {{#var:attack10SelectionChance}} }} }}
     {{#if: {{#var:attack11Type}} | +{{#vardefineecho: attack11WeightedAP | {{#expr: {{#var:attack11AP}}*{{#var:attack11SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack11Type               }} | +{{#vardefineecho:attack11WeightedAP | {{#expr: {{#var:attack11AP}} * {{#var:attack11SelectionChance}} }} }}
     {{#if: {{#var:attack12Type}} | +{{#vardefineecho: attack12WeightedAP | {{#expr: {{#var:attack12AP}}*{{#var:attack12SelectionChance}} }} }} }}
+
     {{#if: {{#var:attack12Type               }} | +{{#vardefineecho:attack12WeightedAP | {{#expr: {{#var:attack12AP}} * {{#var:attack12SelectionChance}} }} }} }} }} }} }} }} }} }} }}
    {{#if: {{#var:attack13Type}} | +{{#vardefineecho: attack13WeightedAP | {{#expr: {{#var:attack13AP}}*{{#var:attack13SelectionChance}} }} }} }}
+
round 2}} }}<!--
    {{#if: {{#var:attack14Type}} | +{{#vardefineecho: attack14WeightedAP | {{#expr: {{#var:attack14AP}}*{{#var:attack14SelectionChance}} }} }} }} round 2}}
 
}}<!--
 
  
 
3. RETURNED VALUE
 
3. RETURNED VALUE
-->{{#var:trueDPS}}</includeonly><noinclude>
+
-->{{#var:trueDPS}}</includeonly><noinclude>{{Recode|reason=1) Given the Proliferation of melee damage factors. It would be good to have a way to set a multiplier 2) Consider converting to a lua module IFF it reduces load}}
{{Recode|reason = Include [[Melee hit chance]] into calculation. This is especially important for humans with artificial body parts that replace the hands/arms. They have the potential to lower the average damage but their increase in manipulation and therefore melee hit chance more than makes up for it all in all they increase the DPS}}
 
 
{{Documentation}}
 
{{Documentation}}
 +
<!--{{True Melee DPS Calculator|Longsword|Gold|Good|Human}} Example for most common use case. Enable this line and disable Documentation for performance testing. -->
 
</noinclude>
 
</noinclude>

Latest revision as of 03:40, 11 November 2024

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

Summary[edit]

Returns the true DPS of a melee weapon or animal i.e. the DPS taking into account the melee verb system introduced in Version/1.1.2610. This value often disagrees with the listed melee DPS in-game but better represents the reality in most cases.

Parameters[edit]

The template takes up to tvelve parameters. All of them are optional.

  1. A weapon or a pawn. If absent, {{PAGENAME}} will be used.
  2. If 1) is a stuffable weapon: The material the weapon is made out of. If absent, the template will assume multipliers of 1 for all stats.
  3. If 1) is a weapon with quality: The weapons quality. If absent, the template will assume multipliers of 1 for all stats.
  4. If 1) is a weapon: the pawn that wields it. If absent, the template will asume that no pawn wields the weapon.
  5. If 4) is present: The artificial body part that replaces the body part of the pawns first attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  6. If 4) is present and pawn has at least 1 attacks: The artificial body part that replaces the body part of the pawns second attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  7. If 4) is present and pawn has at least 2 attacks: The artificial body part that replaces the body part of the pawns third attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  8. If 4) is present and pawn has at least 3 attacks: The artificial body part that replaces the body part of the pawns fourth attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  9. If 4) is present and pawn has at least 4 attacks: The artificial body part that replaces the body part of the pawns fifth attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  10. If 4) is present and pawn has at least 5 attacks: The artificial body part that replaces the body part of the pawns sixth attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  11. If 4) is present and pawn has at least 6 attacks: The artificial body part that provides an additional attack.
  12. If 4) and 11) is present: The artificial body part that provides an additional attack.

In short:

{{True Melee DPS Calculator|<weapon/pawn>|<material>|<quality>|<pawn>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part>|<artificial body part>}}

Examples[edit]

Non-stuffable weapon without quality[edit]

A persona zeushammer:

{{True Melee DPS Calculator|Persona zeushammer}}

Has a true DPS of: 13.17

Stuffable weapon with quality[edit]

A longsword, made out of plasteel with a legendary quality:

{{True Melee DPS Calculator|Longsword|plasteel|Legendary}}

Has a true DPS of: 17.68

Pawn with no weapon[edit]

A grizzly bear:

{{True Melee DPS Calculator|Grizzly bear}}

Has a true DPS of: 8.67

Pawn with a weapon[edit]

A human with a left archotech arm, no teeth and an elbow blade wielding an ikwa, made out of plasteel of masterwork quality:

{{True Melee DPS Calculator|Ikwa|Plasteel|Masterwork|Human|Archotech arm||false||Elbow blade}}

Has a true DPS of: 12.98

Calling additional variables[edit]

The template defines a lot of useful variables that can be called. Below you can see a full table of them. This also means we can retrace the calculations step by step.

This example is for a human with an archotech left arm, an elbow blade at the right arm, two knee spikes and no teeth wielding a masterwork plasteel longsword.

{{True Melee DPS Calculator|Longsword|Plasteel|Masterwork|Human|Archotech arm||false||Elbow blade|Knee spike|Knee spike}}
{| class="wikitable"
! Attack Source !! Part name (artificial body part) !! Attack Type !! Damage !! AP !! Cooldown !! Weight !! Category !! Selection chance !! weighted Damage !! weighted Cooldown !! weighted AP
|-
! rowspan="4" | {{#var:weapon|''<weapon>''}}{{#if: {{#var:material}}{{#var:quality}} | <br/>({{#var:material}} {{#var:quality}}) }}
| {{Q|{{#var:weapon}}|Attack 1 Part}} || {{#var:attack1Type}} || {{#var:attack1Damage}} || {{#var:attack1AP}} || {{#var:attack1Cooldown}} || {{#var: attack1InitialSelectionWeight}} || {{#var:attack1SelectionCategory}} || {{#var:attack1SelectionChance}}
|{{#var:attack1WeightedDamage}} || {{#var:attack1WeightedCooldown}} || {{#var:attack1WeightedAP}}
|-
| {{Q|{{#var:weapon}}|Attack 2 Part}} || {{#var:attack2Type}} || {{#var:attack2Damage}} || {{#var:attack2AP}} || {{#var:attack2Cooldown}} || {{#var: attack2InitialSelectionWeight}} || {{#var:attack2SelectionCategory}} || {{#var:attack2SelectionChance}}
| {{#var:attack2WeightedDamage}} || {{#var:attack2WeightedCooldown}} || {{#var:attack2WeightedAP}}
|-
| {{Q|{{#var:weapon}}|Attack 3 Part}} || {{#var:attack3Type}} || {{#var:attack3Damage}} || {{#var:attack3AP}} || {{#var:attack3Cooldown}} || {{#var: attack3InitialSelectionWeight}} || {{#var:attack3SelectionCategory}} || {{#var:attack3SelectionChance}}
| {{#var:attack3WeightedDamage}} || {{#var:attack3WeightedCooldown}} || {{#var:attack3WeightedAP}}
|-
| {{Q|{{#var:weapon}}|Attack 4 Part}} || {{#var:attack4Type}} || {{#var:attack4Damage}} || {{#var:attack4AP}} || {{#var:attack4Cooldown}} || {{#var: attack4InitialSelectionWeight}} || {{#var:attack4SelectionCategory}} || {{#var:attack4SelectionChance}}
| {{#var:attack4WeightedDamage}} || {{#var:attack4WeightedCooldown}} || {{#var:attack4WeightedAP}}
|-
! rowspan="8" | {{#var:pawn|''<pawn>''}}
| {{#if:{{#var:5}}|{{Q|{{#var:5}}|Attack 1 Part}} ({{#var:5}})|{{Q|{{#var:pawn}}|Attack 1 Part}} }}
| {{#var:attack5Type}} || {{#var:attack5Damage}} || {{#var:attack5AP}} || {{#var:attack5Cooldown}} || {{#var: attack5InitialSelectionWeight}} || {{#var:attack5SelectionCategory}} || {{#var:attack5SelectionChance}}
| {{#var:attack5WeightedDamage}} || {{#var:attack5WeightedCooldown}} || {{#var:attack5WeightedAP}}
|-
| {{#if:{{#var:6}}|{{Q|{{#var:6}}|Attack 1 Part}} ({{#var:6}})|{{Q|{{#var:pawn}}|Attack 2 Part}} }}
| {{#var:attack6Type}} || {{#var:attack6Damage}} || {{#var:attack6AP}} || {{#var:attack6Cooldown}} || {{#var: attack6InitialSelectionWeight}} || {{#var:attack6SelectionCategory}} || {{#var:attack6SelectionChance}}
| {{#var:attack6WeightedDamage}} || {{#var:attack6WeightedCooldown}} || {{#var:attack6WeightedAP}}
|-
| {{#if:{{#var:7}}|{{Q|{{#var:7}}|Attack 1 Part}} ({{#var:7}})|{{Q|{{#var:pawn}}|Attack 3 Part}} }}
| {{#var:attack7Type}} || {{#var:attack7Damage}} || {{#var:attack7AP}} || {{#var:attack7Cooldown}} || {{#var: attack7InitialSelectionWeight}} || {{#var:attack7SelectionCategory}} || {{#var:attack7SelectionChance}}
| {{#var:attack7WeightedDamage}} || {{#var:attack7WeightedCooldown}} || {{#var:attack7WeightedAP}}
|-
| {{#if:{{#var:8}}|{{Q|{{#var:8}}|Attack 1 Part}} ({{#var:8}})|{{Q|{{#var:pawn}}|Attack 4 Part}} }}
| {{#var:attack8Type}} || {{#var:attack8Damage}} || {{#var:attack8AP}} || {{#var:attack8Cooldown}} || {{#var: attack8InitialSelectionWeight}} || {{#var:attack8SelectionCategory}} || {{#var:attack8SelectionChance}}
| {{#var:attack8WeightedDamage}} || {{#var:attack8WeightedCooldown}} || {{#var:attack8WeightedAP}}
|-
| {{#if:{{#var:9}}|{{Q|{{#var:9}}|Attack 1 Part}} ({{#var:9}})|{{Q|{{#var:pawn}}|Attack 5 Part}} }}
| {{#var:attack9Type}} || {{#var:attack9Damage}} || {{#var:attack9AP}} || {{#var:attack9Cooldown}} || {{#var: attack9InitialSelectionWeight}} || {{#var:attack9SelectionCategory}} || {{#var:attack9SelectionChance}}
| {{#var:attack9WeightedDamage}} || {{#var:attack9WeightedCooldown}} || {{#var:attack9WeightedAP}}
|-
| {{#if:{{#var:10}}|{{Q|{{#var:10}}|Attack 1 Part}} ({{#var:10}})|{{Q|{{#var:pawn}}|Attack 6 Part}} }}
| {{#var:attack10Type}} || {{#var:attack10Damage}} || {{#var:attack10AP}} || {{#var:attack10Cooldown}} || {{#var: attack10InitialSelectionWeight}} || {{#var:attack10SelectionCategory}} || {{#var:attack10SelectionChance}}
| {{#var:attack10WeightedDamage}} || {{#var:attack10WeightedCooldown}} || {{#var:attack10WeightedAP}}
|-
| {{#if:{{#var:11}}|{{Q|{{#var:11}}|Attack 1 Part}} ({{#var:11}}) }}
| {{#var:attack11Type}} || {{#var:attack11Damage}} || {{#var:attack11AP}} || {{#var:attack11Cooldown}} || {{#var: attack11InitialSelectionWeight}} || {{#var:attack11SelectionCategory}} || {{#var:attack11SelectionChance}}
| {{#var:attack11WeightedDamage}} || {{#var:attack11WeightedCooldown}} || {{#var:attack11WeightedAP}}
|-
| {{#if:{{#var:12}}|{{Q|{{#var:12}}|Attack 1 Part}} ({{#var:12}}) }}
| {{#var:attack12Type}} || {{#var:attack12Damage}} || {{#var:attack12AP}} || {{#var:attack12Cooldown}} || {{#var: attack12InitialSelectionWeight}} || {{#var:attack12SelectionCategory}} || {{#var:attack12SelectionChance}}
| {{#var:attack12WeightedDamage}} || {{#var:attack12WeightedCooldown}} || {{#var:attack12WeightedAP}}
|-
! colspan="9" rowspan="2" | SUM:
! {{#var:weightedDamageTotal}}
! {{#var:weightedTimeTotal}}
! rowspan="2" | {{#var:trueAP}} ''(True AP)''
|-
! colspan="2" | {{#var:trueDPS}} ''(True DPS)''
|}

15.19

Attack Source Part name (artificial body part) Attack Type Damage AP Cooldown Weight Category Selection chance weighted Damage weighted Cooldown weighted AP
Longsword
(Plasteel Masterwork)
Handle Poke 11.745 16.965 1.6 8.6 mid 0.05 0.58725 0.08 0.84825
Point Stab 36.685 54.23 2.08 27.2 best 0.375 13.756875 0.78 20.33625
Blade Cut 36.685 54.23 2.08 27.2 best 0.375 13.756875 0.78 20.33625
Human Fist (Archotech arm) Blunt 14 21 2 8.5 mid 0.05 0.7 0.1 1.05
RightHand Blunt 8.2 12 2 4.6 worst 0 0 0 0
(false) 0 0 0 0 worst 0 0 0 0
Teeth Bite 8.2 12 2 0.3 worst 0 0 0 0
Blade (Elbow blade) Cut 18 27 2 11.4 mid 0.05 0.9 0.1 1.35
Spike (Knee spike) Stab 22 38 2.6 11.7 mid 0.05 1.1 0.13 1.9
Spike (Knee spike) Stab 22 38 2.6 11.7 mid 0.05 1.1 0.13 1.9
SUM: 31.901 2.1 47.72 (True AP)
15.19 (True DPS)

Warning to editors[edit]

The encouragement above to reuse variables defined by this template means that you need to be extremely careful when changing names of variables or their definitions, since it might affect other templates as well.

Namely Template:Weapon Stats Table/Melee reuses the following variables defined in this template:

* {{#var:trueAP}}
* {{#var:attack1AP}}, {{#var:attack2AP}}, {{#var:attack3AP}}, {{#var:attack4AP}}
* {{#var:attack1Cooldown}}, {{#var:attack2Cooldown}}, {{#var:attack3Cooldown}}, {{#var:attack4Cooldown}}
* {{#var:attack1Damage}}, {{#var:attack2Damage}}, {{#var:attack3Damage}}, {{#var:attack4Damage}}
* {{#var:attack1SelectionChance}}, {{#var:attack2SelectionChance}}, {{#var:attack3SelectionChance}}, {{#var:attack4SelectionChance}}