Post by CJ on Feb 9, 2008 5:45:15 GMT -5
But only once they're statted. Before that, they hate you and want to see you DIE.
Guns have 5 stats, but luckily, once you assign numbers to them, you don't have to worry about it anymore. It gets much simpler once you crunch the numbers.
Each stat has a number next to it, and a description of it's effect, as well as the base stat (what it means to have 0 in the stat). The number is the amount of points you have to put into that stat to increase it by 1.
Attacks made with a gun use Power for accuracy and Accuracy for power. This represents the fact that guns are pretty much point and click, but you need to have enough power to handle the kick and keep your aim true to hit at all. On the flip side, precice aiming is the only way to boost the damage of a bullet if you manage to hit in the first place. It's fuzzy logic, but...well...Just report the stats like that, okay? It's easier on everyone.
There is also a restriction on stat dumping in guns. I just have no idea what they are yet.
If you start out with a gun, it will have 30 points and come with two spare clips.
Spread(4): Powerful yet expensive stat. Allows shots fired to hit multiple enemies. The base is, of course, 1 enemy. (Basically, every four points spent lets you hit one more enemy). Extra enemies take only the weapon damage, not the base stat behind it.
Pierce(2): This stat gives the effect of piercing one point of armor per level, basically guaranteeing that at least that much of the damage will get through. The base is 0. (Basically, every 2 points spent lets you automatically ignore one point of armor. This also works as a 'minimum damage' for Bullet Damage)
Power(1): Basic damage of the bullets, plain and simple. The base is 0. (Basically, every point spent translates into one damage of the gun)
Rapid(3): How many shots can be fired per round, Act permitting. The base is 1. (Basically, every 3 points adds one more shot allowed per round)
Clip(3): How many attacks can be made with the gun before one must reload. The base is 3. (Basically, ever 3 points gives you one more attack before you reload)
*Special thanks to Spyke for helping me in the general putting together of this rule set.
** Also, thanks to Helen for giving me an idea to change the definition of Clip, to make it make more sense (3 round clips are crazy IRL). Instead of a number of bullets, Clip represents a number of attacks.
Guns have 5 stats, but luckily, once you assign numbers to them, you don't have to worry about it anymore. It gets much simpler once you crunch the numbers.
Each stat has a number next to it, and a description of it's effect, as well as the base stat (what it means to have 0 in the stat). The number is the amount of points you have to put into that stat to increase it by 1.
Attacks made with a gun use Power for accuracy and Accuracy for power. This represents the fact that guns are pretty much point and click, but you need to have enough power to handle the kick and keep your aim true to hit at all. On the flip side, precice aiming is the only way to boost the damage of a bullet if you manage to hit in the first place. It's fuzzy logic, but...well...Just report the stats like that, okay? It's easier on everyone.
There is also a restriction on stat dumping in guns. I just have no idea what they are yet.
If you start out with a gun, it will have 30 points and come with two spare clips.
Spread(4): Powerful yet expensive stat. Allows shots fired to hit multiple enemies. The base is, of course, 1 enemy. (Basically, every four points spent lets you hit one more enemy). Extra enemies take only the weapon damage, not the base stat behind it.
Pierce(2): This stat gives the effect of piercing one point of armor per level, basically guaranteeing that at least that much of the damage will get through. The base is 0. (Basically, every 2 points spent lets you automatically ignore one point of armor. This also works as a 'minimum damage' for Bullet Damage)
Power(1): Basic damage of the bullets, plain and simple. The base is 0. (Basically, every point spent translates into one damage of the gun)
Rapid(3): How many shots can be fired per round, Act permitting. The base is 1. (Basically, every 3 points adds one more shot allowed per round)
Clip(3): How many attacks can be made with the gun before one must reload. The base is 3. (Basically, ever 3 points gives you one more attack before you reload)
*Special thanks to Spyke for helping me in the general putting together of this rule set.
** Also, thanks to Helen for giving me an idea to change the definition of Clip, to make it make more sense (3 round clips are crazy IRL). Instead of a number of bullets, Clip represents a number of attacks.