Difference between revisions of "Template:Damage table"

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m (Default fall-off: 50%)
(Updated with Polish strings)
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   <td colspan="2" style="background:#FFDDAD;">{{lang
 
   <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Effect
 
     | en = Effect
 +
    | pl = Efekt
 
     | ru = Эффект
 
     | ru = Эффект
 
     }}
 
     }}
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     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Bullet count per 1 ammo
 
     | en = Bullet count per 1 ammo
 +
    | pl = Liczba nabojów na 1 szt. amunicji
 
     | ru = Количество пуль за единицу боезапаса
 
     | ru = Количество пуль за единицу боезапаса
 
     }}
 
     }}
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     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Pellet count
 
     | en = Pellet count
 +
    | pl = Ilość śrutu
 
     | ru = Количество дробинок
 
     | ru = Количество дробинок
 
     }}
 
     }}
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     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Mini-crit
 
     | en = Mini-crit
     | pl = Mini-krytyk
+
     | pl = Mini-krytyczne
 
     | ru = Мини-крит
 
     | ru = Мини-крит
 
     | zh-hant = 小爆擊
 
     | zh-hant = 小爆擊
Line 260: Line 263:
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Damage repaired per hit
 
     | en = Damage repaired per hit
 +
    | pl = Naprawa na trafienie
 
     | ru = Починка построек за удар
 
     | ru = Починка построек за удар
 
     }}
 
     }}
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     | 1 = {{lang
 
     | 1 = {{lang
 
     | en = Upgrade amount per hit
 
     | en = Upgrade amount per hit
 +
    | pl = Punkty ulepszenia na trafienie
 
     | ru = Модернизация построек за удар
 
     | ru = Модернизация построек за удар
 
     }}
 
     }}
 
     | 2 = {{lang
 
     | 2 = {{lang
 
     | en = This figure corresponds to the loss in Metal.
 
     | en = This figure corresponds to the loss in Metal.
 +
    | pl = Taka sama ilość utraty metalu.
 
     | ru = Эта строка также равняется потери в металле при ударе.
 
     | ru = Эта строка также равняется потери в металле при ударе.
 
     }}
 
     }}
Line 288: Line 294:
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Metal cost per repairing hit
 
     | en = Metal cost per repairing hit
 +
    | pl = Koszt metalu za naprawianie
 
     | ru = Затраты металла на ремонт
 
     | ru = Затраты металла на ремонт
 
     }}
 
     }}
Line 299: Line 306:
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Metal cost for reloading ammo
 
     | en = Metal cost for reloading ammo
 +
    | pl = Koszt metalu przy przeładowywaniu
 
     | ru = Затраты металла на пополнение боезапаса турели
 
     | ru = Затраты металла на пополнение боезапаса турели
 
     }}
 
     }}
Line 417: Line 425:
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Taunt duration
 
     | en = Taunt duration
 +
    | pl = Czas trwania drwiny
 
     | ru = Выполнение насмешки
 
     | ru = Выполнение насмешки
 
     }}
 
     }}
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     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Windup time
 
     | en = Windup time
 +
    | pl = Czas rozkręcania
 
     | ru = Время для раскрутки
 
     | ru = Время для раскрутки
 
     }}
 
     }}
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     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Consumption time
 
     | en = Consumption time
 +
    | pl = Czas konsumowania
 
     | ru = Время поглощения
 
     | ru = Время поглощения
 
     }}
 
     }}
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     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Cloak maximum duration
 
     | en = Cloak maximum duration
 +
    | pl = Maks. czas trwania niewidzialności
 
     | ru = Время невидимости
 
     | ru = Время невидимости
 
     }}
 
     }}
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     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Cloak fade time
 
     | en = Cloak fade time
 +
    | pl = Czas włączania niewidzialności
 
     | ru = Переход в невидимость
 
     | ru = Переход в невидимость
 
     }}
 
     }}
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     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Decloak fade time
 
     | en = Decloak fade time
 +
    | pl = Czas wyłączania niewidzialności
 
     | ru = Возврат из невидимости
 
     | ru = Возврат из невидимости
 
     }}
 
     }}
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     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Recharge to duration ratio
 
     | en = Recharge to duration ratio
 +
    | pl = Stosunek odnawiania do czasu trwania
 
     | ru = Отношение зарядка/разрядка
 
     | ru = Отношение зарядка/разрядка
 
     }}
 
     }}
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     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     <td colspan="2" style="background:#FFDDAD;">{{lang
 
     | en = Dropped item expiry
 
     | en = Dropped item expiry
 +
    | pl = Czas wygaśnięcia upuszczonego predmiotu
 
     | ru = Выброшенный предмет исчезает через
 
     | ru = Выброшенный предмет исчезает через
 
     }}
 
     }}

Revision as of 10:39, 6 March 2011

Function times
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