Equipment Values

## Overview

Although equipment do not display their stats in-game, they use values in the code to determine stats. This page documents important properties and how they apply to all equipment.

## Melee Weapons

**Melee Weapons** are weapons that the player can swing, and does damage in a short area of affect in front of the player.

### DPS

**DPS (Damage per second)** is the measure of how much damage a weapon can deliver in a second. These values are calculated using Damage ÷ Attack Speed. Note that this doesn't mean how much damage a weapon can do if left click is held for one second, but rather if held down for a long amount of time, how much damage it would do on average. All values are for a player at Level 1. At Level 50, the values are doubled.

### Damage

**Damage** is how many health points a weapon takes away when it strikes an entity. All values are for a player at Level 1. At Level 50, the values are doubled.

### Attack Speed

**Attack Speed** is how fast a weapon can attack. In the code, it is the time before attacking (pre\_timeout) + the time the animation takes (animation\_length) + the time after attacking (post\_timeout). All values are measured in seconds.

### Handedness

**Handedness**affects how you move with the weapon. Specifically, with Two Handed weapons, you can't move while attacking (unless you have a Rocket Hat, which then you can move slowly), while with One Handed weapons you can move at normal speed.

### Redirect Bullets

Some weapons, while hitting, will absorb the damage of the bullet. This means that while holding the weapon any blockable projectiles will not hit the player, and instead spawn a nightmare in the direction the player is facing. These nightmares act like the player spawn them, so will not hurt teammates. You can also press e to make it stand or follow you.

### Distance

**Distance** is how far a weapon reaches from a player when swung, measured in tiles. Because most weapons have a distance of 1, only the outliers will be included in this table.

 Hand
 Spear | 2.3

### Attack Angle

**Attack Angle** is the measure of degrees that a weapon's swing will hit, centered on the direction the player is facing. If an entity's hitbox is within the Attack Angle and Distance, then the entity will be hit.

## Ranged Weapons

**Ranged Weapons** are weapons that, when used, shoot a projectile in the direction you are looking, and use up an item in the process.

### DPS

**DPS (Damage per second)** is the measure of how much damage a weapon can deliver in a second, if all projectiles hit. These values are calculated using Damage ÷ Attack Speed. Note that this doesn't mean how much damage a weapon can do if left click is held for one second, but rather if held down for a long amount of time, how much damage it would do on average. All values are for a player at Level 1.

### Damage

**Damage** is how many health points a projectile takes away when it strikes an entity. All values are for a player at Level 1, since at higher levels the damage a projectile does increases.

 Throwing Knife | 20

### Rate of Fire

**Rate of Fire** is how fast a weapon can shoot. In the code, it is the time before attacking (pre\_timeout) + the time the animation takes (animation\_length) + the time after attacking (post\_timeout). All values are measured in seconds.

 Throwing Knife | 0.6

### Handedness

**Handedness**affects how you move with the weapon. Specifically, with Two Handed weapons, you can't move while shooting, while with One Handed weapons you can move at normal speed.

### Ammo

**Ammunition** is the item a weapon uses to fire. This item may be itself (Throwing Knife/Throwing Knife) or a separate item (Crossbow/Arrow). It always uses 1 piece of ammo to fire, and can't fire without it. Only weapons that use another item as ammo are included in the table below.

## Shields

**Shields** are items that go in the shield slot and protect the player.

### Armor

**Armor** dictates how well a shield protects a player. It measures what percentage of damage the shield blocks. For example, a shield with an Armor value of 0.9 would block 90% of incoming damage.

 Spike Shield | 0.35

ice shield: 0.5 but freezes ur enemies and spawns 5 snowmans when someone attacks u

spider shield: 0.3 but spawns a spider queen when someone attacks u

death shield: 1 but can be pierced

### Weight

**Weight** is how much a shield slows you down. 1 is normal speed, while 2 is half normal speed.

 Spike Shield | 1.07

spider shield: 1.08

death sheild: 1.005

ice shield: 0.7 (increases speed)

## Footnotes

1. ↑ 1.0 1.1 Spears ignore shields.
2. ↑ Hammers do 2x damage to buildings.
3. ↑ 3.0 3.1 3.2 3.3 In practice, getting this much is almost impossible, since boomerangs don't stack.
4. ↑ If 1 of the 3 projectiles hit the target.
5. ↑ 5.0 5.1 5.2 5.3 Santa's Staff does 5x damage to buildings.
6. ↑ If 3 of the 3 projectiles hit the target.
7. ↑ If 1 of the 3 projectiles hit the target.
8. ↑ If 3 of the 3 projectiles hit the target.