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

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Line 1: Line 1:
{{#vardefine:name | {{{ 1 | {{PAGENAME}}}}} }}
+
{{#vardefine:name | {{{ 1 | {{PAGENAME}}}}} }}{{#vardefine:material | {{{2|}}} }}{{#switch: {{#lc:{{{ 3 |}}}}}
{{#vardefine:material | {{{2|}}} }}
 
{{#switch: {{#lc:{{{ 3 |}}}}}
 
 
  | awful =      {{#vardefine:qualityFactor | 0.80}}
 
  | awful =      {{#vardefine:qualityFactor | 0.80}}
 
  | poor =      {{#vardefine:qualityFactor | 0.90}}
 
  | poor =      {{#vardefine:qualityFactor | 0.90}}
Line 10: Line 8:
 
  | legendary =  {{#vardefine:qualityFactor | 1.65}}
 
  | legendary =  {{#vardefine:qualityFactor | 1.65}}
 
  | #default  =  {{#vardefine:qualityFactor | 1.00}}
 
  | #default  =  {{#vardefine:qualityFactor | 1.00}}
}}
+
}}<noinclude>
<noinclude>
 
{{#vardefine:name | Persona monosword}}
 
{{#vardefine:qualityFactor | 1.45}}
 
  
 
{{#vardefine:name | Grizzly bear }}
 
{{#vardefine:name | Grizzly bear }}
Line 26: Line 21:
 
{{#vardefine:material | steel}}
 
{{#vardefine:material | steel}}
  
</noinclude>
+
{{#vardefine:name | Persona monosword}}
{{#switch: {{Q|{{#var: name}}|Attack 1 Type}}
+
{{#vardefine:qualityFactor | 1.45}}
 +
 
 +
</noinclude><!--
 +
Define the damage type of the 1st attack so it knows which mat stat to use for the damage multiplier. Needs updating if new damage types added.
 +
-->{{#switch: {{Q|{{#var: name}}|Attack 1 Type}}
 
| Cut
 
| Cut
 
| Stab
 
| Stab
Line 48: Line 47:
 
{{#vardefine:attack1AP    | {{#expr: {{Q|{{#var: name}}|Attack 1 AP}}    *{{#var:qualityFactor}}*{{Q|{{#var:material}}|Melee Blunt Damage Factor|1}}/100 }}}}
 
{{#vardefine:attack1AP    | {{#expr: {{Q|{{#var: name}}|Attack 1 AP}}    *{{#var:qualityFactor}}*{{Q|{{#var:material}}|Melee Blunt Damage Factor|1}}/100 }}}}
 
| {{Error|Unrecognised Damage Type: {{Q|{{#var: name}}|Attack 1 Type}}}}
 
| {{Error|Unrecognised Damage Type: {{Q|{{#var: name}}|Attack 1 Type}}}}
}}
+
}}<!--
{{#vardefine: attack1InitialSelectionWeight | {{#expr: {{#var:attack1Damage}} * (1 + {{#var:attack1AP}}) * {{Q|{{#var: name}}|Attack 1 Chance Factor|1}} / ({{Q|{{#var: name}}|Attack 1 Cooldown}}*{{Q|{{#var: material}}|Melee Cooldown Factor|1}}) round 1}} }}
+
-->{{#vardefine: attack1InitialSelectionWeight | {{#expr: {{#var:attack1Damage}} * (1 + {{#var:attack1AP}}) * {{Q|{{#var: name}}|Attack 1 Chance Factor|1}} / ({{Q|{{#var: name}}|Attack 1 Cooldown}}*{{Q|{{#var: material}}|Melee Cooldown Factor|1}}) round 1}} }}<!--'
 
+
Define the damage type of the 2nd attack so it knows which mat stat to use for the damage multiplier. Needs updating if new damage types added.
{{#if: {{Q|{{#var: name}}|Attack 2 Type}}|
+
-->{{#if: {{Q|{{#var: name}}|Attack 2 Type}}|
 
{{#switch: {{Q|{{#var: name}}|Attack 2 Type}}
 
{{#switch: {{Q|{{#var: name}}|Attack 2 Type}}
 
| Cut
 
| Cut
Line 75: Line 74:
 
}}
 
}}
 
{{#vardefine: attack2InitialSelectionWeight | {{#expr: {{#var:attack2Damage}} * (1 + {{#var:attack2AP}}) * {{Q|{{#var: name}}|Attack 2 Chance Factor|1}} / ({{Q|{{#var: name}}|Attack 2 Cooldown}}*{{Q|{{#var: material}}|Melee Cooldown Factor|1}}) round 1}} }}
 
{{#vardefine: attack2InitialSelectionWeight | {{#expr: {{#var:attack2Damage}} * (1 + {{#var:attack2AP}}) * {{Q|{{#var: name}}|Attack 2 Chance Factor|1}} / ({{Q|{{#var: name}}|Attack 2 Cooldown}}*{{Q|{{#var: material}}|Melee Cooldown Factor|1}}) round 1}} }}
}}
+
}}<!--
 
+
Define the damage type of the 3rd attack so it knows which mat stat to use for the damage multiplier. Needs updating if new damage types added.
{{#if: {{Q|{{#var: name}}|Attack 3 Type}}|
+
-->{{#if: {{Q|{{#var: name}}|Attack 3 Type}}|
 
{{#switch: {{Q|{{#var: name}}|Attack 3 Type}}
 
{{#switch: {{Q|{{#var: name}}|Attack 3 Type}}
 
| Cut
 
| Cut
Line 101: Line 100:
 
}}
 
}}
 
{{#vardefine: attack3InitialSelectionWeight | {{#expr: {{#var:attack3Damage}} * (1 + {{#var:attack3AP}}) * {{Q|{{#var: name}}|Attack 3 Chance Factor|1}} / ({{Q|{{#var: name}}|Attack 3 Cooldown}}*{{Q|{{#var: material}}|Melee Cooldown Factor|1}}) round 1}} }}
 
{{#vardefine: attack3InitialSelectionWeight | {{#expr: {{#var:attack3Damage}} * (1 + {{#var:attack3AP}}) * {{Q|{{#var: name}}|Attack 3 Chance Factor|1}} / ({{Q|{{#var: name}}|Attack 3 Cooldown}}*{{Q|{{#var: material}}|Melee Cooldown Factor|1}}) round 1}} }}
}}
+
}}<!--
 
+
Define the damage type of the 4th attack so it knows which mat stat to use for the damage multiplier. Needs updating if new damage types added.
{{#if: {{Q|{{#var: name}}|Attack 4 Type}}|
+
-->{{#if: {{Q|{{#var: name}}|Attack 4 Type}}|
 
{{#switch: {{Q|{{#var: name}}|Attack 4 Type}}
 
{{#switch: {{Q|{{#var: name}}|Attack 4 Type}}
 
| Cut
 
| Cut
Line 127: Line 126:
 
}}
 
}}
 
{{#vardefine: attack4InitialSelectionWeight | {{#expr: {{#var:attack4Damage}} * (1 + {{#var:attack4AP}}) * {{Q|{{#var: name}}|Attack 4 Chance Factor|1}} / ({{Q|{{#var: name}}|Attack 4 Cooldown}}*{{Q|{{#var: material}}|Melee Cooldown Factor|1}}) round 1}} }}
 
{{#vardefine: attack4InitialSelectionWeight | {{#expr: {{#var:attack4Damage}} * (1 + {{#var:attack4AP}}) * {{Q|{{#var: name}}|Attack 4 Chance Factor|1}} / ({{Q|{{#var: name}}|Attack 4 Cooldown}}*{{Q|{{#var: material}}|Melee Cooldown Factor|1}}) round 1}} }}
}}
+
}}<!--
 
+
Determine which attack has the highest weight to use as point of comparison for categorisation
 
+
-->{{#vardefine: maxSelectionWeight | {{#ifexpr: {{#var: attack1InitialSelectionWeight}} > {{#var: attack2InitialSelectionWeight|0}} | {{#var: attack1InitialSelectionWeight}} | {{#var: attack2InitialSelectionWeight}} }} }}<!--
 
+
-->{{#ifexpr: {{#var: maxSelectionWeight}} < {{#var: attack3InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var: attack3InitialSelectionWeight}} }} }}<!--
 
+
-->{{#ifexpr: {{#var: maxSelectionWeight}} < {{#var: attack4InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var: attack4InitialSelectionWeight}} }} }}<!--
 
+
Initialize vars for counting category sizes
 
+
-->{{#vardefine: numBestAttacks | 0}}{{#vardefine: numMidAttacks | 0}}<!--
{{#vardefine: maxSelectionWeight | {{#ifexpr: {{#var: attack1InitialSelectionWeight}} > {{#var: attack2InitialSelectionWeight|0}} | {{#var: attack1InitialSelectionWeight}} | {{#var: attack2InitialSelectionWeight}} }} }}
+
Categorize attack 1 relative to max
{{#ifexpr: {{#var: maxSelectionWeight}} < {{#var: attack3InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var: attack3InitialSelectionWeight}} }} }}
+
-->{{#ifexpr: {{#var: attack1InitialSelectionWeight}} > (0.95*{{#var: maxSelectionWeight}}) or {{#var: attack1InitialSelectionWeight}} = (0.95*{{#var: maxSelectionWeight}}) | {{#vardefine: numBestAttacks | {{#expr: {{#var: numBestAttacks}}+1}}}} {{#vardefine: attack1SelectionCategory | best }}|  
{{#ifexpr: {{#var: maxSelectionWeight}} < {{#var: attack4InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var: attack4InitialSelectionWeight}} }} }}
+
{{#ifexpr: {{#var: attack1InitialSelectionWeight}} < (0.25*{{#var: maxSelectionWeight}}) | {{#vardefine: attack1SelectionCategory |worst}} | {{#vardefine: numMidAttacks | {{#expr: {{#var: numMidAttacks}}+1}}}} {{#vardefine: attack1SelectionCategory | mid }}}} }}<!--
 
+
Categorize attack 2 relative to max
{{#vardefine: numBestAttacks | 0}}
+
-->{{#if: {{Q|{{#var: name}}|Attack 2 Type}}|
{{#vardefine: numMidAttacks | 0}}
+
{{#ifexpr: {{#var: attack2InitialSelectionWeight}} > (0.95*{{#var: maxSelectionWeight}}) or {{#var: attack2InitialSelectionWeight}} = (0.95*{{#var: maxSelectionWeight}}) | {{#vardefine: numBestAttacks | {{#expr: {{#var: numBestAttacks}}+1}}}} {{#vardefine: attack2SelectionCategory | best }}|  
 
+
{{#ifexpr: {{#var: attack2InitialSelectionWeight}} < (0.25*{{#var: maxSelectionWeight}}) | {{#vardefine: attack2SelectionCategory |worst}} | {{#vardefine: numMidAttacks | {{#expr: {{#var: numMidAttacks}}+1}}}} {{#vardefine: attack2SelectionCategory | mid }}}} }} }}<!--
{{#ifexpr: {{#var: attack1InitialSelectionWeight}} > (0.95*{{#var: maxSelectionWeight}}) or {{#var: attack1InitialSelectionWeight}} = (0.95*{{#var: maxSelectionWeight}}) | Best {{#vardefine: numBestAttacks | {{#expr: {{#var: numBestAttacks}}+1}}}} {{#vardefine: attack1SelectionCategory | best }}|  
+
Categorize attack 3 relative to max
{{#ifexpr: {{#var: attack1InitialSelectionWeight}} < (0.25*{{#var: maxSelectionWeight}}) | Worst | Mid  {{#vardefine: numMidAttacks | {{#expr: {{#var: numMidAttacks}}+1}}}} {{#vardefine: attack1SelectionCategory | mid }}}}
+
-->{{#if: {{Q|{{#var: name}}|Attack 3 Type}}|
}}
+
{{#ifexpr: {{#var: attack3InitialSelectionWeight}} > (0.95*{{#var: maxSelectionWeight}}) or {{#var: attack3InitialSelectionWeight}} = (0.95*{{#var: maxSelectionWeight}}) | {{#vardefine: numBestAttacks | {{#expr: {{#var: numBestAttacks}}+1}}}} {{#vardefine: attack3SelectionCategory | best }}|  
 
+
{{#ifexpr: {{#var: attack3InitialSelectionWeight}} < (0.25*{{#var: maxSelectionWeight}}) | {{#vardefine: attack3SelectionCategory |worst}} | {{#vardefine: numMidAttacks | {{#expr: {{#var: numMidAttacks}}+1}}}} {{#vardefine: attack3SelectionCategory | mid }}}} }} }}<!--
{{#if: {{Q|{{#var: name}}|Attack 2 Type}}|
+
Categorize attack 4 relative to max
{{#ifexpr: {{#var: attack2InitialSelectionWeight}} > (0.95*{{#var: maxSelectionWeight}}) or {{#var: attack2InitialSelectionWeight}} = (0.95*{{#var: maxSelectionWeight}}) | Best {{#vardefine: numBestAttacks | {{#expr: {{#var: numBestAttacks}}+1}}}} {{#vardefine: attack2SelectionCategory | best }}|  
+
-->{{#if: {{Q|{{#var: name}}|Attack 4 Type}}|
{{#ifexpr: {{#var: attack2InitialSelectionWeight}} < (0.25*{{#var: maxSelectionWeight}}) | Worst | Mid  {{#vardefine: numMidAttacks | {{#expr: {{#var: numMidAttacks}}+1}}}} {{#vardefine: attack2SelectionCategory | mid }}}}
+
{{#ifexpr: {{#var: attack4InitialSelectionWeight}} > (0.95*{{#var: maxSelectionWeight}}) or {{#var: attack4InitialSelectionWeight}} = (0.95*{{#var: maxSelectionWeight}}) | {{#vardefine: numBestAttacks | {{#expr: {{#var: numBestAttacks}}+1}}}} {{#vardefine: attack4SelectionCategory | best }}|  
}}
+
{{#ifexpr: {{#var: attack4InitialSelectionWeight}} < (0.25*{{#var: maxSelectionWeight}}) | {{#vardefine: attack4SelectionCategory |worst}} | {{#vardefine: numMidAttacks | {{#expr: {{#var: numMidAttacks}}+1}}}} {{#vardefine: attack4SelectionCategory | mid }}}} }} }}
}}
 
 
 
{{#if: {{Q|{{#var: name}}|Attack 3 Type}}|
 
{{#ifexpr: {{#var: attack3InitialSelectionWeight}} > (0.95*{{#var: maxSelectionWeight}}) or {{#var: attack3InitialSelectionWeight}} = (0.95*{{#var: maxSelectionWeight}}) | Best {{#vardefine: numBestAttacks | {{#expr: {{#var: numBestAttacks}}+1}}}} {{#vardefine: attack3SelectionCategory | best }}|  
 
{{#ifexpr: {{#var: attack3InitialSelectionWeight}} < (0.25*{{#var: maxSelectionWeight}}) | Worst | Mid  {{#vardefine: numMidAttacks | {{#expr: {{#var: numMidAttacks}}+1}}}} {{#vardefine: attack3SelectionCategory | mid }}}}
 
}}
 
}}
 
 
 
{{#if: {{Q|{{#var: name}}|Attack 4 Type}}|
 
{{#ifexpr: {{#var: attack4InitialSelectionWeight}} > (0.95*{{#var: maxSelectionWeight}}) or {{#var: attack4InitialSelectionWeight}} = (0.95*{{#var: maxSelectionWeight}}) | Best {{#vardefine: numBestAttacks | {{#expr: {{#var: numBestAttacks}}+1}}}} {{#vardefine: attack4SelectionCategory | best }}|  
 
{{#ifexpr: {{#var: attack4InitialSelectionWeight}} < (0.25*{{#var: maxSelectionWeight}}) | Worst | Mid  {{#vardefine: numMidAttacks | {{#expr: {{#var: numMidAttacks}}+1}}}} {{#vardefine: attack4SelectionCategory | mid }}}}
 
}}
 
}}
 
 
 
 
<!--Sometimes there is no mid category, in which case it controls 100% of the selection chance, instead of only 75% -->
 
<!--Sometimes there is no mid category, in which case it controls 100% of the selection chance, instead of only 75% -->
{{#ifeq: {{#var: numMidAttacks}} | 0 | {{#vardefine:bestCategoryPercentage|1.00}} | {{#vardefine:bestCategoryPercentage|0.75}}}}  
+
{{#ifeq: {{#var: numMidAttacks}} | 0 | {{#vardefine:bestCategoryPercentage|1.00}} | {{#vardefine:bestCategoryPercentage|0.75}}}} <!--
 
+
Calculate actual DPS
 
+
-->{{#vardefine:trueDPS| {{#expr: ({{Q|{{#var:name}}|Attack 1 Damage}}/{{Q|{{#var:name}}|Attack 1 Cooldown}} * {{#ifeq: {{#var:attack1SelectionCategory}} | best | ({{#var:bestCategoryPercentage}}/{{#var: numBestAttacks}}) | {{#ifeq: {{#var:attack1SelectionCategory}} | mid | (0.25/{{#var: numMidAttacks}}) | 0}} }})<!--
 
 
 
 
 
 
 
 
 
 
 
 
{{#vardefine:trueDPS| {{#expr: ({{Q|{{#var:name}}|Attack 1 Damage}}/{{Q|{{#var:name}}|Attack 1 Cooldown}} * {{#ifeq: {{#var:attack1SelectionCategory}} | best | ({{#var:bestCategoryPercentage}}/{{#var: numBestAttacks}}) | {{#ifeq: {{#var:attack1SelectionCategory}} | mid | (0.25/{{#var: numMidAttacks}}) | 0}} }})<!--
 
  
 
-->{{#if: {{Q|{{#var: name}}|Attack 2 Type}}|+({{Q|{{#var:name}}|Attack 2 Damage}}/{{Q|{{#var:name}}|Attack 2 Cooldown}} * {{#ifeq: {{#var:attack2SelectionCategory}} | best | ({{#var:bestCategoryPercentage}}/{{#var: numBestAttacks}}) | {{#ifeq: {{#var:attack2SelectionCategory}} | mid | (0.25/{{#var: numMidAttacks}}) | 0}} }})
 
-->{{#if: {{Q|{{#var: name}}|Attack 2 Type}}|+({{Q|{{#var:name}}|Attack 2 Damage}}/{{Q|{{#var:name}}|Attack 2 Cooldown}} * {{#ifeq: {{#var:attack2SelectionCategory}} | best | ({{#var:bestCategoryPercentage}}/{{#var: numBestAttacks}}) | {{#ifeq: {{#var:attack2SelectionCategory}} | mid | (0.25/{{#var: numMidAttacks}}) | 0}} }})
Line 184: Line 162:
 
}}
 
}}
 
}}
 
}}
}}
+
}}<!--
{{#vardefine:trueAP| {{#expr: ({{Q|{{#var:name}}|Attack 1 AP}} * {{#ifeq: {{#var:attack1SelectionCategory}} | best | ({{#var:bestCategoryPercentage}}/{{#var: numBestAttacks}}) | {{#ifeq: {{#var:attack1SelectionCategory}} | mid | (0.25/{{#var: numMidAttacks}}) | 0}} }})<!--
+
Calculate actual avg AP
 +
-->{{#vardefine:trueAP| {{#expr: ({{Q|{{#var:name}}|Attack 1 AP}} * {{#ifeq: {{#var:attack1SelectionCategory}} | best | ({{#var:bestCategoryPercentage}}/{{#var: numBestAttacks}}) | {{#ifeq: {{#var:attack1SelectionCategory}} | mid | (0.25/{{#var: numMidAttacks}}) | 0}} }})<!--
  
 
-->{{#if: {{Q|{{#var: name}}|Attack 2 Type}}|+({{Q|{{#var:name}}|Attack 2 AP}} * {{#ifeq: {{#var:attack2SelectionCategory}} | best | ({{#var:bestCategoryPercentage}}/{{#var: numBestAttacks}}) | {{#ifeq: {{#var:attack2SelectionCategory}} | mid | (0.25/{{#var: numMidAttacks}}) | 0}} }})
 
-->{{#if: {{Q|{{#var: name}}|Attack 2 Type}}|+({{Q|{{#var:name}}|Attack 2 AP}} * {{#ifeq: {{#var:attack2SelectionCategory}} | best | ({{#var:bestCategoryPercentage}}/{{#var: numBestAttacks}}) | {{#ifeq: {{#var:attack2SelectionCategory}} | mid | (0.25/{{#var: numMidAttacks}}) | 0}} }})
Line 197: Line 176:
 
}}
 
}}
 
}}
 
}}
 +
{{#var:trueDPS}}
 
<noinclude>
 
<noinclude>
 
{| class="wikitable"
 
{| class="wikitable"
Line 213: Line 193:
  
 
True AP = {{#var:trueAP}}
 
True AP = {{#var:trueAP}}
 +
 +
{{documentation}}
 
</noinclude>
 
</noinclude>

Revision as of 14:59, 22 September 2021










16.875

Part name Weight Category
Handle 13.7 worst
Point 56.4 best
Edge 56.4 best

True DPS = 16.875

True AP = 90

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:

3.5227272727273


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:

7.7596153846154


Pawn with no weapon

A grizzly bear:

{{True Melee DPS Calculator|Grizzly bear}}

Has a true DPS of:

8.6442307692308


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:

6.75


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)''
|}


7.7596153846154

Attack Source Part name (artificial body part) Attack Type Damage AP Cooldown Weight Category Selection chance weighted Damage weighted Cooldown weighted AP
<weapon>
(Plasteel )
8.1 0.117 5.7 mid
25.3 0.374 16.7 best
25.3 0.374 16.7 best
16.5 0.242 12.8 best
<pawn>
SUM: 28.75 (True AP)
7.7596153846154 (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}}