Performance modifiers

Performance modifiers are the weapon and equipment stats, showing how well the gear will perform.

NOTE: Some information taken from the tutorial.

## Weapon stats

### Damage

* Represents the hit points an enemy would be reduced by. Affected by **Durability** and **Class**.
* Shooting range module increases **Damage** by **at least 6.67**%, likely **10**%.
* Headshot damage may not exist. (**Unconfirmed, however likely**)
* **Higher value is better**.

### Durability

* Represents the hit points of your weapon.
* Affects the **Accuracy**, **Damage**, and Jam chance of the weapon.
* **Damage** will be reduced by **0** - **25**% depending on **Durability**. (**0% at 100% Durability, 25% at 0% Durability**)
* Jams occur below **70**% Durability. (**At 70% Durability Damage will be reduced by 7.5%**)
	+ Jam chance is calculated as follows: (10 - **Durability** / 10 ) *i.e.: At 55% durability, (10 - 55 / 10) = 10 - 5.5 = 4.5% chance to jam*
	+ Once jammed, a player may shoot to unjam the weapon at a 30% chance or the player may reload for a 100% chance to unjam or the player may press v to unjam the weapon at a 100% chance
* **Higher value is better**.

### Accuracy

* Represents spread of the weapon. Affected by **Durability**.
* **Lower value is better**.

### Recoil

* Affects how much the crosshair moves when firing.
* **Lower value is better**.

### Ergonomics

* Affects time to stabilize the crosshair.
* Affects the time it takes to switch weapons.
* Decreases scope to cursor delay.
* **Higher value is better**.

## Armor stats

### Durability

* Represents the hit points of your armor. Affected by **Damage**.
* Less **Durability** equates to less effective Class attributes.
* Absorbing bullets reduce **Durability** half of what taking **Damage** would.
* **Higher value is better**.

### Class

* Ranges from 1 to 6.
* Reduces **Damage** taken from bullets and increases Absorption chance. Affected by **Durability**.
* Absorption of bullets negate bullet damage.
* Absorption only occurs with armor, and is countered with **Penetration.**
* If bullet **Damage** is taken, certain thresholds guarantee a **Bleed**. (**Bullet Bleed's are not based on chance, but rather Damage taken**)
* **Higher value is better**.

### Melee

* Reduce % value of **Melee/Wound** damage taken. Unaffected by **Durability**.
* Receiving melee damage reduces **Durability**.
* All Melee hits cause 1 Bleed, up to a maximum of 3 (**4 will flicker for a frame if hit at 3**).
* **Higher value is better**.
* The Ghoul's projectile's chance of **Bleed** is of bullets, it can be blocked via absorption, unlike Melee Damage, however it's damage is affected by the Melee attribute?

### Radiation

* Remove a flat amount from the environment around the player (to a minimum of 0). Unaffected by **Durability**.
* **Higher value is better**.

### Anomaly

* Reduce % value of anomaly damage taken. Unaffected by **Durability**.
* Each case of anomaly damage taken will reduce **Durability** by 0.1, regardless of damage amount and **Anomaly** attribute.
* **Higher value is better**.

### Fragility

* An Armor's fragility affects how quickly it may lose **Durability** from incoming damage.
* Higher fragility causes armor **Durability** to reduce quicker.
* Acts as a multiplier to durability loss.
* **Lower value is better**.

### Weight

* How much an armor weighs.
* Armor weight doesn't change from being equipped (Unlike weapons).
* **Lower value is better**.

## Gallery

Accuracy difference between 100% and 0% Durability on Spyder weapon