Difference between revisions of "Template:Damage table"

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Line 228: Line 228:
 
       | it = Aumento massimo
 
       | it = Aumento massimo
 
       | ja = 最大ダメージ
 
       | ja = 最大ダメージ
       | ko = 최대 피해량 상승
+
       | ko = 최대 피해량
 
       | nl = Maximale toename
 
       | nl = Maximale toename
 
       | pl = Maksymalny przyrost obrażeń
 
       | pl = Maksymalny przyrost obrażeń
Line 284: Line 284:
 
       | it = Decadimento massimo
 
       | it = Decadimento massimo
 
       | ja = 最小ダメージ
 
       | ja = 最小ダメージ
       | ko = 최대 피해량 감소
+
       | ko = 최소 피해량
 
       | nl = Maximale afname
 
       | nl = Maximale afname
 
       | pl = Maksymalny spadek obrażeń
 
       | pl = Maksymalny spadek obrażeń
Line 339: Line 339:
 
       | it = Numero di pallettoni
 
       | it = Numero di pallettoni
 
       | ja = 散弾数
 
       | ja = 散弾数
       | ko = 탄환 개수
+
       | ko = 탄알 개수
 
       | nl = Aantal hagelkorrels
 
       | nl = Aantal hagelkorrels
 
       | pl = Ilość śrutu
 
       | pl = Ilość śrutu
Line 371: Line 371:
 
         | it = Distanza dalla porta principale degli spogliatoi alla parete opposta al piano superiore in 2Fort
 
         | it = Distanza dalla porta principale degli spogliatoi alla parete opposta al piano superiore in 2Fort
 
         | ja = 中距離は、2Fortのメイン・リスポンシャッター前から反対側真正面2階の壁までの範囲。
 
         | ja = 中距離は、2Fortのメイン・リスポンシャッター前から反対側真正面2階の壁までの範囲。
         | ko = 2Fort 위층 보급 문에서 반대쪽 벽까지의 거리
+
         | ko = 2Fort에서 기지 복층 재보급실 문부터 맞은편 벽까지의 거리
 
         | nl = Afstand van de bevoorradingsdeur tot de overstaande muur op de tweede verdieping van 2Fort
 
         | nl = Afstand van de bevoorradingsdeur tot de overstaande muur op de tweede verdieping van 2Fort
 
         | pl = Odległość między głównymi drzwiami strefy odrodzeń do przeciwległej ściany na górnym piętrze mapy 2Fort
 
         | pl = Odległość między głównymi drzwiami strefy odrodzeń do przeciwległej ściany na górnym piętrze mapy 2Fort
Line 399: Line 399:
 
         | it = Distanza da una base all’altra in 2Fort
 
         | it = Distanza da una base all’altra in 2Fort
 
         | ja = 遠距離は、2Fortの水路と橋を挟んで、お互いに壁を背にした距離。
 
         | ja = 遠距離は、2Fortの水路と橋を挟んで、お互いに壁を背にした距離。
         | ko = 2Fort의 각 진영 사이의 거리
+
         | ko = 2Fort에서 각 진영 발코니 간 거리
 
         | nl = Afstand van balkon tot balkon op 2Fort
 
         | nl = Afstand van balkon tot balkon op 2Fort
 
         | pl = Odległość między balkonami na mapie 2Fort
 
         | pl = Odległość między balkonami na mapie 2Fort
Line 438: Line 438:
 
         | it = Unità Hammer lontano dal bersaglio
 
         | it = Unità Hammer lontano dal bersaglio
 
         | ja = 目標との距離(ハンマーユニット数)
 
         | ja = 目標との距離(ハンマーユニット数)
         | ko = 목표와의 Hammer 단위 거리
+
         | ko = 목표로부터의 Hammer 단위 거리
 
         | pl = Jednostek Hammera od celu
 
         | pl = Jednostek Hammera od celu
 
         | pt-br = Hammer Units da distância do alvo
 
         | pt-br = Hammer Units da distância do alvo
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         | it = A distanza ravvicinata (0-200 unità)
 
         | it = A distanza ravvicinata (0-200 unità)
 
         | ja = 最近距離(0~200ユニット)
 
         | ja = 最近距離(0~200ユニット)
         | ko = 근접 범위 (0-200 단위)
+
         | ko = 근거리 (0-200 단위)
 
         | nl = Op korte afstand (0 - 200 eenheden)
 
         | nl = Op korte afstand (0 - 200 eenheden)
 
         | pl = Z bliska (0-200 jednostek)
 
         | pl = Z bliska (0-200 jednostek)
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         | it = Ammontare di aggiornamento per colpo
 
         | it = Ammontare di aggiornamento per colpo
 
         | ja = 叩く毎のアップグレード量
 
         | ja = 叩く毎のアップグレード量
         | ko = 적중 시마다 개선 수치
+
         | ko = 적중 시 개선량
 
         | nl = Upgrade per slag
 
         | nl = Upgrade per slag
 
         | pl = Punkty ulepszenia na trafienie
 
         | pl = Punkty ulepszenia na trafienie
Line 779: Line 779:
 
       | it = Costo in metallo per ogni colpo di riparazione
 
       | it = Costo in metallo per ogni colpo di riparazione
 
       | ja = 修理の消費メタル
 
       | ja = 修理の消費メタル
       | ko = 1회 수리 시 소모되는 금속 수치
+
       | ko = 수리 시 금속 소모량
 
       | nl = Metaalkosten per reparerende slag
 
       | nl = Metaalkosten per reparerende slag
 
       | pl = Koszt metalu za naprawianie
 
       | pl = Koszt metalu za naprawianie
Line 806: Line 806:
 
       | it = Costo in metallo per la ricarica delle munizioni
 
       | it = Costo in metallo per la ricarica delle munizioni
 
       | ja = 弾薬補充の消費メタル
 
       | ja = 弾薬補充の消費メタル
       | ko = 탄약 재충전 시 소모되는 금속 수치
+
       | ko = 탄약 재충전 시 금속 소모량
 
       | nl = Metaalkosten voor het herladen van munitie
 
       | nl = Metaalkosten voor het herladen van munitie
 
       | pl = Koszt metalu przy przeładowywaniu
 
       | pl = Koszt metalu przy przeładowywaniu
Line 1,685: Line 1,685:
 
       | it = Durata della bruciatura
 
       | it = Durata della bruciatura
 
       | ja = 炎上時間
 
       | ja = 炎上時間
       | ko = 화상 지속 시간
+
       | ko = 화염 지속 시간
 
       | nl = Nabrandduur
 
       | nl = Nabrandduur
 
       | pl = Czas trwania podpalenia
 
       | pl = Czas trwania podpalenia

Revision as of 16:59, 23 January 2020

Function times (in seconds)
Values are approximate and determined by community testing.

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

{{Damage table}} stores damage and function time measurements on weapon pages.

Examples

Add in parameter as needed from the lists below.

{{Damage table
| type               = [[Hitscan]]
| damagetype         = Bullet
| rangetype          = Ranged
| damage             = yes
|  ramp up           = {{tooltip|10.5|Point blank}} / pellet
|  base              = 6 / pellet
|  fall off          = {{tooltip|3|Long range}} / pellet
|  pellet count      = 10
|  pellet spread    = 30
|  ramp up %         = 175
|  point blank       = 90-105
|  medium range      = 10-40
|  long range        = 3-10
|  crit              = 18 / pellet
|  minicrit          = {{tooltip|8.1|Long range}} - {{tooltip|14.2|Point blank}} / pellet

| function times     = yes
|  attack interval   = 0.625 s
|  reload first      = 0.76 s
|  reload more       = 0.56 s
}}

generates:

See also: Damage
Damage and function times
Shot type Hitscan
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 175% 10.5 / pellet
Base damage 100% 6 / pellet
Maximum fall-off 52.8% 3 / pellet
Pellet count 10
Point blank 90-105
Medium range 10-40
Long range 3-10
Pellet spread 30:1
Critical 18 / pellet
Mini-crit 8.1 - 14.2 / pellet
Function times
Attack interval 0.625 s
Reload (first) 0.76 s
Reload (consecutive) 0.56 s
Values are approximate and determined by community testing.


{{Damage table
| type              = [[Projectile]]
| damagetype        = Explosive
| rangetype         = Ranged

| damage            = yes
|  base             = 90
|  ramp up %        = 125
|  ramp up          = 112
|  fall off         = 48
|  fall off %       = 53
|  point blank      = 105-112
|  medium range     = 50-90
|  long range       = 45-60
|  minicrit         = 122-151
|  crit             = 270
|  splash damage    = yes
|   splash min %     = 50
|   splash radius    = {{Tooltip|9.1 ft|146 HU}}
|   splash reduction = 1% / {{Tooltip|2.88|Hammer units}}
|   selfdamage       = 27-89
|   selfdamage jump  = 27-46

| function times   = yes
|  attack interval = 0.8 s
|  reload first    = 0.92 s
|  reload more     = 0.8 s
}}

generates:

See also: Damage
Damage and function times
Shot type Projectile
Damage type Explosive
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 125% 112
Base damage 100% 90
Maximum fall-off 53% 48
Point blank 105-112
Medium range 50-90
Long range 45-60
Critical 270
Mini-crit 122-151
Splash damage
Minimum splash 50% 9.1 ft
Damage reduction 1% / 2.88
Self-damage 27-89
Self damage (rocket jump) 27-46
Function times
Attack interval 0.8 s
Reload (first) 0.92 s
Reload (consecutive) 0.8 s
Values are approximate and determined by community testing.

Usage notes:

  • Preserve all previous values unless specified.
  • Remove any unused parameter lines.
  • Add the unit s after timing values.
  • Adjust the section title to reflect contents (e.g. Damage and function times or just Function times).

Parameters

Note: if a weapon has a different damage statistic that isn't present in the template, please post on the talk page and it will be added.

identical
For reskins: display a link to weapon(s) with identical statistics. The rest of the values will still have to be filled in.
damage
function times
healing
splash damage
Set each to yes if attributes in that section will be used. If the weapon does no damage, for example, remove the line (setting to no will display it anyway).
type
The "shot type". Among common shot types are hitscan, projectile and particle.
damagetype
rangetype
The type of damage dealt by the weapon. Common values for damage type are bullet, explosive, and fire; rangetype should be ranged, melee, or untyped.
effect
A description of the weapon's effect (for example, "Gives the drinker Mini-Crits for the next 6 seconds").
hatnote
Set this parameter to hide the {{see also}} template and the 'Identical to:' hatnote (if shown). Useful when the damage table is used multiple times on the same page and the hatnote links become duplicated several times.

Damage parameters

All damage parameters are optional.

Parameter name Notes
effect range
ramp up
ramp up % defaults to 150
base
fall off
fall off % defaults to 52.8
bullet count for miniguns
pellet count for shotguns
point blank
long range
flame close
flame far
flame far %
bodyshot
crit
minicrit
afterburn
afterburn minicrit
bleeding
bleeding minicrit
damage repaired
upgrade amount
metal cost repairing
metal cost reloading
selfdamage
selfdamage jump for rocket launchers
charge fill dmg for buff weapons
splash damage Set to yes if any below are needed
splash radius
splash min %
splash reduction
healing Set to yes if any below are needed
selfheal
heal amt
heal combat Use this and the following ones for mediguns
heal noncombat
heal noncombat %

Function time parameters

All function time parameters are also optional.

Parameter name Notes
attack interval
ammo interval
taunt duration
windup time
reload
reload first shotguns, rocket launchers, etc.
reload more
consumption time
cloak duration
cloak fade
decloak fade
recharge
recharge duration ratio
effect time
drop expiry
afterburn time
bleeding time
airblast cooldown
max charge time
zoom charge delay
zoom headshot delay
spread recovery
charge fill speed
activation time
beamconnect mediguns
beamdisconnect mediguns