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

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(simplified attack-type switches in order to reduce "Preprocessor visited node count". this template doesn't need to account for bad infobox definitions)
(clear separation between weapon (1-6) and pawn (7-14) attacks.)
Line 12: Line 12:
 
1.1 Important variables
 
1.1 Important variables
 
-->{{#vardefine:name          | {{{1|{{PAGENAME}} }}} }}<!--
 
-->{{#vardefine:name          | {{{1|{{PAGENAME}} }}} }}<!--
 +
-->{{#switch: {{Q|{{#var:name}}|Type}}
 +
| Animal | Mechanoid = {{#vardefine:pawn|{{#var:name}} }} {{#vardefine:weapon|}}
 +
| #default =          {{#vardefine:pawn|{{{4|}}} }}      {{#vardefine:weapon|{{#var:name}} }}
 +
}}<!--
 
-->{{#vardefine:material      | {{{2|}}} }}<!--
 
-->{{#vardefine:material      | {{{2|}}} }}<!--
 
-->{{#vardefine:sharpFactor    | {{Q|{{#var:material}}|Melee Sharp Damage Factor|1}} }}<!--
 
-->{{#vardefine:sharpFactor    | {{Q|{{#var:material}}|Melee Sharp Damage Factor|1}} }}<!--
 
-->{{#vardefine:bluntFactor    | {{Q|{{#var:material}}|Melee Blunt Damage Factor|1}} }}<!--
 
-->{{#vardefine:bluntFactor    | {{Q|{{#var:material}}|Melee Blunt Damage Factor|1}} }}<!--
 
-->{{#vardefine:cooldownFactor | {{Q|{{#var:material}}|Melee Cooldown Factor|1}} }}<!--
 
-->{{#vardefine:cooldownFactor | {{Q|{{#var:material}}|Melee Cooldown Factor|1}} }}<!--
-->{{#vardefine:quality        | {{{3|}}} }}<!--
+
-->{{#vardefine:quality        | {{{ 3|}}} }}<!--
-->{{#vardefine:attack1Type    | {{Q|{{#var:name}}|Attack 1 Type}} }}<!--
+
-->{{#vardefine:attack1Type    | {{Q|{{#var:weapon}}|Attack 1 Type}} }}<!--
-->{{#vardefine:attack2Type    | {{Q|{{#var:name}}|Attack 2 Type}} }}<!--
+
-->{{#vardefine:attack2Type    | {{Q|{{#var:weapon}}|Attack 2 Type}} }}<!--
-->{{#vardefine:attack3Type    | {{Q|{{#var:name}}|Attack 3 Type}} }}<!--
+
-->{{#vardefine:attack3Type    | {{Q|{{#var:weapon}}|Attack 3 Type}} }}<!--
-->{{#vardefine:attack4Type    | {{Q|{{#var:name}}|Attack 4 Type}} }}<!--
+
-->{{#vardefine:attack4Type    | {{Q|{{#var:weapon}}|Attack 4 Type}} }}<!--
-->{{#vardefine:attack5Type    | {{Q|{{#var:name}}|Attack 5 Type}} }}<!--
+
-->{{#vardefine:attack5Type    | {{Q|{{#var:weapon}}|Attack 5 Type}} }}<!--
-->{{#vardefine:attack6Type    | {{Q|{{#var:name}}|Attack 6 Type}} }}<!--
+
-->{{#vardefine:attack6Type    | {{Q|{{#var:weapon}}|Attack 6 Type}} }}<!--
 
-->{{#vardefine: 5            | {{{ 5|}}} }}<!--
 
-->{{#vardefine: 5            | {{{ 5|}}} }}<!--
 
-->{{#vardefine: 6            | {{{ 6|}}} }}<!--
 
-->{{#vardefine: 6            | {{{ 6|}}} }}<!--
Line 44: Line 48:
 
WIP: Do we need to consider Melee Hit Chance? After all it's affected by manipulation
 
WIP: 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: {{#var: 5}} | {{#ifeq: {{#var: 5}} | false || {{Q|{{#var: 5}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 1 Type}} }} }}
 
  {{#vardefine:attack7Type  | {{#if: {{#var: 5}} | {{#ifeq: {{#var: 5}} | false || {{Q|{{#var: 5}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 1 Type}} }} }}
 
  {{#vardefine:attack8Type  | {{#if: {{#var: 6}} | {{#ifeq: {{#var: 6}} | false || {{Q|{{#var: 6}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 2 Type}} }} }}
 
  {{#vardefine:attack8Type  | {{#if: {{#var: 6}} | {{#ifeq: {{#var: 6}} | false || {{Q|{{#var: 6}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 2 Type}} }} }}
Line 56: Line 60:
 
}}<!--
 
}}<!--
  
1.3 Clearing variables in case the page is called multiple times on the same page
+
1.2 Clearing variables in case the page is called multiple times on the same page
 
-->{{#vardefine:attack1InitialSelectionWeight|}}{{#vardefine:attack1SelectionCategory|}}{{#vardefine:attack1AP|}}{{#vardefine:attack1Cooldown|}}{{#vardefine:attack1Damage|}}{{#vardefine:attack1SelectionChance|}}{{#vardefineecho:attack1WeightedDamage|}}{{#vardefineecho:attack1WeightedCooldown|}}{{#vardefineecho:attack1WeightedAP|}}<!--
 
-->{{#vardefine:attack1InitialSelectionWeight|}}{{#vardefine:attack1SelectionCategory|}}{{#vardefine:attack1AP|}}{{#vardefine:attack1Cooldown|}}{{#vardefine:attack1Damage|}}{{#vardefine:attack1SelectionChance|}}{{#vardefineecho:attack1WeightedDamage|}}{{#vardefineecho:attack1WeightedCooldown|}}{{#vardefineecho:attack1WeightedAP|}}<!--
 
-->{{#vardefine:attack2InitialSelectionWeight|}}{{#vardefine:attack2SelectionCategory|}}{{#vardefine:attack2AP|}}{{#vardefine:attack2Cooldown|}}{{#vardefine:attack2Damage|}}{{#vardefine:attack2SelectionChance|}}{{#vardefineecho:attack2WeightedDamage|}}{{#vardefineecho:attack2WeightedCooldown|}}{{#vardefineecho:attack2WeightedAP|}}<!--
 
-->{{#vardefine:attack2InitialSelectionWeight|}}{{#vardefine:attack2SelectionCategory|}}{{#vardefine:attack2AP|}}{{#vardefine:attack2Cooldown|}}{{#vardefine:attack2Damage|}}{{#vardefine:attack2SelectionChance|}}{{#vardefineecho:attack2WeightedDamage|}}{{#vardefineecho:attack2WeightedCooldown|}}{{#vardefineecho:attack2WeightedAP|}}<!--
Line 75: Line 79:
 
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. 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 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
 +
2.1.1.1 First weapon attack
 
-->{{#if: {{#var:attack1Type}} |
 
-->{{#if: {{#var:attack1Type}} |
 
{{#switch: {{#var:attack1Type}}
 
{{#switch: {{#var:attack1Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack1Damage | {{#expr: {{Q|{{#var:name}}|Attack 1 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack1Damage | {{#expr: {{Q|{{#var:weapon}}|Attack 1 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
   {{#vardefine:attack1AP    | {{#expr: {{Q|{{#var:name}}|Attack 1 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack1AP    | {{#expr: {{Q|{{#var:weapon}}|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}} }} }}
+
   {{#vardefine:attack1Damage | {{#expr: {{Q|{{#var:weapon}}|Attack 1 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
   {{#vardefine:attack1AP    | {{#expr: {{Q|{{#var:name}}|Attack 1 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack1AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 1 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
 
}}
 
}}
{{#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}} }}
+
{{#vardefine: attack1InitialSelectionWeight | {{#expr: {{#var:attack1Damage}} * (1 + ({{#var:attack1AP}}/100)) * {{Q|{{#var:weapon}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack1Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 1 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
 
}}<!--
 
}}<!--
2.1.2 Second attack
+
2.1.1.2 Second weapon attack
 
-->{{#if: {{#var:attack2Type}} |
 
-->{{#if: {{#var:attack2Type}} |
 
{{#switch: {{#var:attack2Type}}
 
{{#switch: {{#var:attack2Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack2Damage| {{#expr: {{Q|{{#var:name}}|Attack 2 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack2Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 2 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
   {{#vardefine:attack2AP    | {{#expr: {{Q|{{#var:name}}|Attack 2 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack2AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 2 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
   {{#vardefine:attack2Damage| {{#expr: {{Q|{{#var:name}}|Attack 2 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack2Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 2 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
   {{#vardefine:attack2AP    | {{#expr: {{Q|{{#var:name}}|Attack 2 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack2AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 2 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
 
}}
 
}}
{{#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}} }}
+
{{#vardefine: attack2InitialSelectionWeight | {{#expr: {{#var:attack2Damage}} * (1 + ({{#var:attack2AP}}/100)) * {{Q|{{#var:weapon}}|Attack 2 Chance Factor|1}} / {{#vardefineecho:attack2Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 2 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
 
}}<!--
 
}}<!--
2.1.3 Third attack
+
2.1.1.3 Third weapon attack
 
-->{{#if: {{#var:attack3Type}} |
 
-->{{#if: {{#var:attack3Type}} |
 
{{#switch: {{#var:attack3Type}}
 
{{#switch: {{#var:attack3Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack3Damage| {{#expr: {{Q|{{#var:name}}|Attack 3 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack3Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 3 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
   {{#vardefine:attack3AP    | {{#expr: {{Q|{{#var:name}}|Attack 3 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack3AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 3 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
   {{#vardefine:attack3Damage| {{#expr: {{Q|{{#var:name}}|Attack 3 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack3Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 3 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
   {{#vardefine:attack3AP    | {{#expr: {{Q|{{#var:name}}|Attack 3 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack3AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 3 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
 
}}
 
}}
{{#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}} }}
+
{{#vardefine: attack3InitialSelectionWeight | {{#expr: {{#var:attack3Damage}} * (1 + ({{#var:attack3AP}}/100)) * {{Q|{{#var:weapon}}|Attack 3 Chance Factor|1}} / {{#vardefineecho:attack3Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 3 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
 
}}<!--
 
}}<!--
2.1.4 Fourth attack
+
2.1.1.4 Fourth weapon attack
 
-->{{#if: {{#var:attack4Type}} |
 
-->{{#if: {{#var:attack4Type}} |
 
{{#switch: {{#var:attack4Type}}
 
{{#switch: {{#var:attack4Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack4Damage| {{#expr: {{Q|{{#var:name}}|Attack 4 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack4Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 4 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
   {{#vardefine:attack4AP    | {{#expr: {{Q|{{#var:name}}|Attack 4 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack4AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 4 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
   {{#vardefine:attack4Damage| {{#expr: {{Q|{{#var:name}}|Attack 4 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack4Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 4 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
   {{#vardefine:attack4AP    | {{#expr: {{Q|{{#var:name}}|Attack 4 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack4AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 4 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
 
}}
 
}}
{{#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}} }}
+
{{#vardefine: attack4InitialSelectionWeight | {{#expr: {{#var:attack4Damage}} * (1 + ({{#var:attack4AP}}/100)) * {{Q|{{#var:weapon}}|Attack 4 Chance Factor|1}} / {{#vardefineecho:attack4Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 4 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
 
}}<!--
 
}}<!--
2.1.5 Fifth attack
+
2.1.1.5 Fifth weapon attack
 
-->{{#if: {{#var:attack5Type}} |
 
-->{{#if: {{#var:attack5Type}} |
 
{{#switch: {{#var:attack5Type}}
 
{{#switch: {{#var:attack5Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack5Damage| {{#expr: {{Q|{{#var:name}}|Attack 5 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack5Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 5 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
   {{#vardefine:attack5AP    | {{#expr: {{Q|{{#var:name}}|Attack 5 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack5AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 5 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
   {{#vardefine:attack5Damage| {{#expr: {{Q|{{#var:name}}|Attack 5 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack5Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 5 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
   {{#vardefine:attack5AP    | {{#expr: {{Q|{{#var:name}}|Attack 5 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack5AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 5 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
 
}}
 
}}
{{#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}} }}
+
{{#vardefine: attack5InitialSelectionWeight | {{#expr: {{#var:attack5Damage}} * (1 + ({{#var:attack5AP}}/100)) * {{Q|{{#var:weapon}}|Attack 5 Chance Factor|1}} / {{#vardefineecho:attack5Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 5 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
 
}}<!--
 
}}<!--
2.1.6 Sixth attack
+
2.1.1.6 Sixth weapon attack
 
-->{{#if: {{#var:attack6Type}} |
 
-->{{#if: {{#var:attack6Type}} |
 
{{#switch: {{#var:attack6Type}}
 
{{#switch: {{#var:attack6Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack6Damage| {{#expr: {{Q|{{#var:name}}|Attack 6 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack6Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 6 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
   {{#vardefine:attack6AP    | {{#expr: {{Q|{{#var:name}}|Attack 6 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack6AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 6 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
   {{#vardefine:attack6Damage| {{#expr: {{Q|{{#var:name}}|Attack 6 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack6Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 6 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
   {{#vardefine:attack6AP    | {{#expr: {{Q|{{#var:name}}|Attack 6 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack6AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 6 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
 
}}
 
}}
{{#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}} }}
+
{{#vardefine: attack6InitialSelectionWeight | {{#expr: {{#var:attack6Damage}} * (1 + ({{#var:attack6AP}}/100)) * {{Q|{{#var:weapon}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack6Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 6 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
 
}}<!--
 
}}<!--
2.1.7 Pawn attacks
+
2.1.2 Pawn attacks
 +
2.1.2.1 First pawn attack
 
-->{{#if: {{#var:attack7Type}} |
 
-->{{#if: {{#var:attack7Type}} |
 
  {{#if: {{#var: 5}}
 
  {{#if: {{#var: 5}}
Line 154: Line 160:
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 +
2.1.2.2 Second pawn attack
 
-->{{#if: {{#var:attack8Type}} |
 
-->{{#if: {{#var:attack8Type}} |
 
  {{#if: {{#var: 6}}
 
  {{#if: {{#var: 6}}
Line 160: Line 167:
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 +
2.1.2.3 Third pawn attack
 
-->{{#if: {{#var:attack9Type}} |
 
-->{{#if: {{#var:attack9Type}} |
 
  {{#if: {{#var: 7}}
 
  {{#if: {{#var: 7}}
Line 166: Line 174:
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 +
2.1.2.4 Fourth pawn attack
 
-->{{#if: {{#var:attack10Type}} |
 
-->{{#if: {{#var:attack10Type}} |
 
  {{#if: {{#var: 8}}
 
  {{#if: {{#var: 8}}
Line 172: Line 181:
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 +
2.1.2.5 Fifth pawn attack
 
-->{{#if: {{#var:attack11Type}} |
 
-->{{#if: {{#var:attack11Type}} |
 
  {{#if: {{#var: 9}}
 
  {{#if: {{#var: 9}}
Line 178: Line 188:
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 +
2.1.2.6 Sixth pawn attack
 
-->{{#if: {{#var:attack12Type}} |
 
-->{{#if: {{#var:attack12Type}} |
 
  {{#if: {{#var:10}}
 
  {{#if: {{#var:10}}
Line 184: Line 195:
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 +
2.1.2.7 Seventh pawn attack
 
-->{{#if: {{#var:attack13Type}} |
 
-->{{#if: {{#var:attack13Type}} |
 
  {{#vardefine: attack13InitialSelectionWeight | {{#expr: {{#vardefineecho:attack13Damage| {{Q|{{#var:11}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack13AP| {{Q|{{#var:11}}|Attack 1 AP}} }}/100)) * {{Q|{{#var:11}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack13Cooldown | {{Q|{{#var:11}}|Attack 1 Cooldown}} }} round 1}} }}
 
  {{#vardefine: attack13InitialSelectionWeight | {{#expr: {{#vardefineecho:attack13Damage| {{Q|{{#var:11}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack13AP| {{Q|{{#var:11}}|Attack 1 AP}} }}/100)) * {{Q|{{#var:11}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack13Cooldown | {{Q|{{#var:11}}|Attack 1 Cooldown}} }} round 1}} }}
 
}}<!--
 
}}<!--
 +
2.1.2.8 Eighth pawn attack
 
-->{{#if: {{#var:attack14Type}} |
 
-->{{#if: {{#var:attack14Type}} |
 
  {{#vardefine: attack14InitialSelectionWeight | {{#expr: {{#vardefineecho:attack14Damage| {{Q|{{#var:12}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack14AP| {{Q|{{#var:12}}|Attack 1 AP}} }}/100)) * {{Q|{{#var:12}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack14Cooldown | {{Q|{{#var:12}}|Attack 1 Cooldown}} }} round 1}} }}
 
  {{#vardefine: attack14InitialSelectionWeight | {{#expr: {{#vardefineecho:attack14Damage| {{Q|{{#var:12}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack14AP| {{Q|{{#var:12}}|Attack 1 AP}} }}/100)) * {{Q|{{#var:12}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack14Cooldown | {{Q|{{#var:12}}|Attack 1 Cooldown}} }} round 1}} }}
Line 207: Line 220:
  
 
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}} }} }} }} }} }}<!--
2.3.3 Third attack
 
 
-->{{#if: {{#var:attack3Type}} |
 
-->{{#if: {{#var:attack3Type}} |
 
{{#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: 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}} }} }} }} }} }}<!--
2.3.4 Fourth attack
 
 
-->{{#if: {{#var:attack4Type}} |
 
-->{{#if: {{#var:attack4Type}} |
 
{{#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: 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}} }} }} }} }} }}<!--
2.3.5 Fifth attack
 
 
-->{{#if: {{#var:attack5Type}} |
 
-->{{#if: {{#var:attack5Type}} |
 
{{#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}} }} }} }} }} }}<!--
 
{{#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}} }} }} }} }} }}<!--
2.3.6 Sixth attack
 
 
-->{{#if: {{#var:attack6Type}} |
 
-->{{#if: {{#var:attack6Type}} |
 
{{#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: 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}} }} }} }} }} }}<!--
2.3.7 Pawn attacks
+
2.3.2 Pawn attacks
 
-->{{#if: {{#var:attack7Type}} |
 
-->{{#if: {{#var:attack7Type}} |
 
{{#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}} }} }} }} }} }}<!--
 
{{#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}} }} }} }} }} }}<!--

Revision as of 17:31, 13 November 2023

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

Summary

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

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

Non-stuffable weapon without quality

A persona zeushammer:

{{True Melee DPS Calculator|Persona zeushammer}}

Has a true DPS of: 13.17

Stuffable weapon with quality

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

A grizzly bear:

{{True Melee DPS Calculator|Grizzly bear}}

Has a true DPS of: 8.67

Pawn with a weapon

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

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)
Right fist
(false) Blunt 14 21 2 8.5 mid 0.05 0.7 0.1 1.05
Head Blunt 8.2 12 2 4.6 worst 0 0 0 0
Blade (Elbow blade)
Spike (Knee spike) Blunt 5 7 2 0.5 worst 0 0 0 0
Spike (Knee spike) Cut 18 27 2 11.4 mid 0.05 0.9 0.1 1.35
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

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}}