Difference between revisions of "Stat/Core Apparel"
m (table style parity) |
m (Category Data) |
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← <small>[[Stat]]</small> | ← <small>[[Stat]]</small> | ||
{| {{STDT|sortable}} | {| {{STDT|sortable}} | ||
− | ! Def Name<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br /> | + | ! Def Name<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Parameters !! Display<br />Priority<br />In<br />Category</noinclude> |
<!-- Core Stats_Apparel --> | <!-- Core Stats_Apparel --> | ||
<div id="Core Stats_Apparel"><!--<Defs>--> | <div id="Core Stats_Apparel"><!--<Defs>--> | ||
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* '''Label:'''<br />Armor - Material effect multiplier | * '''Label:'''<br />Armor - Material effect multiplier | ||
| - | | - | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|0}} | * '''Default Base Value:''' {{%|0}} | ||
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* '''Label:'''<br />Insulation - Cold - Material effect multiplier | * '''Label:'''<br />Insulation - Cold - Material effect multiplier | ||
| - | | - | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|0}} | * '''Default Base Value:''' {{%|0}} | ||
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* '''Label:'''<br />Insulation - Heat - Material effect multiplier | * '''Label:'''<br />Insulation - Heat - Material effect multiplier | ||
| - | | - | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|0}} | * '''Default Base Value:''' {{%|0}} | ||
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For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. | For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. | ||
Each layer of armor is applied separately, from the outside in. | Each layer of armor is applied separately, from the outside in. | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* Default Base Value: '''{{%|0}}''' | * Default Base Value: '''{{%|0}}''' | ||
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For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. | For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. | ||
Each layer of armor is applied separately, from the outside in. | Each layer of armor is applied separately, from the outside in. | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* Default Base Value: '''{{%|0}}''' | * Default Base Value: '''{{%|0}}''' | ||
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For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. | For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. | ||
Each layer of armor is applied separately, from the outside in. | Each layer of armor is applied separately, from the outside in. | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* Default Base Value: '''{{%|0}}''' | * Default Base Value: '''{{%|0}}''' | ||
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* '''Label For Full Stat List:'''<br />Insulation - Cold (armor stat) | * '''Label For Full Stat List:'''<br />Insulation - Cold (armor stat) | ||
| How much this apparel improves a wearer's minimum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in colder temperatures. | | How much this apparel improves a wearer's minimum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in colder temperatures. | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* Default Base Value: '''{{%|0}}''' | * Default Base Value: '''{{%|0}}''' | ||
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* '''Label For Full Stat List:'''<br />Insulation - Heat (armor stat) | * '''Label For Full Stat List:'''<br />Insulation - Heat (armor stat) | ||
| How much this apparel improves a wearer's maximum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in warmer temperatures. | | How much this apparel improves a wearer's maximum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in warmer temperatures. | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* Default Base Value: '''{{%|0}}''' | * Default Base Value: '''{{%|0}}''' | ||
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* '''Label:'''<br />Shield max energy | * '''Label:'''<br />Shield max energy | ||
| The maximum energy a shield can have at one time.<br id="n" /><br id="n" />More energy absorbs more damage. | | The maximum energy a shield can have at one time.<br id="n" /><br id="n" />More energy absorbs more damage. | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Min Value:''' {{%|0}} | * '''Min Value:''' {{%|0}} | ||
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* '''Label:'''<br />Shield recharge rate | * '''Label:'''<br />Shield recharge rate | ||
| The rate at which a shield gains energy as long as it is not broken. | | The rate at which a shield gains energy as long as it is not broken. | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Min Value:''' {{%|0}} | * '''Min Value:''' {{%|0}} | ||
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* '''Label:'''<br />Effect radius | * '''Label:'''<br />Effect radius | ||
| The area affected when this pack detonates. | | The area affected when this pack detonates. | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Min Value:''' {{%|0}} | * '''Min Value:''' {{%|0}} | ||
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* '''Label:'''<br />equip delay | * '''Label:'''<br />equip delay | ||
| The time it takes to equip and unequip this item. | | The time it takes to equip and unequip this item. | ||
− | | Apparel | + | | |
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|1}} | * '''Default Base Value:''' {{%|1}} |
Latest revision as of 00:38, 5 September 2024
← Stat
Def Name Label Label For Full Stat List Offset Label |
Description | Category | Parameters | Complex Parameters |
Display Priority In Category |
---|---|---|---|---|---|
|
- |
|
|
- | 1 |
|
- |
|
|
- | 2 |
|
- |
|
|
- | 3 |
|
The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
|
|
StatParts:
|
100 |
|
The protection given against blunt damage like fists, club impacts and rock falls.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
|
|
StatParts:
|
99 |
|
The protection given against temperature-related damage like burns.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
|
|
StatParts:
|
98 |
|
How much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures. |
|
|
StatParts:
|
90 |
|
How much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures. |
|
|
StatParts:
|
89 |
|
The maximum energy a shield can have at one time. More energy absorbs more damage. |
|
|
|
70 |
|
The rate at which a shield gains energy as long as it is not broken. |
|
|
|
69 |
|
The area affected when this pack detonates. |
|
|
|
60 |
|
The time it takes to equip and unequip this item. |
|
|
- | 50 |