Weapons

## Weapons Mechanics

***Damage Range***: Weapon mechanics consists of two components: weapon statistics and ammunition statistics. For weapons damage range, it is obtained through taking the sum of the minimum damage of your weapon and ammunition used, and the sum of the maximum damage value of both weapon and ammunition. The damage range is what will be inflicted on an NPC within engagement distance (<100m) and NPC armor is destroyed. Proficiency raises the minimum damage inflicted, as well as maximum damage.

***Weapon Proficiency***: The more you use your weapon, the more proficient you become, however, your selected class indicates your innate skill with a particular set of weapons. Classes that don't specialize in a particular set of weapons will incur a -50% penalty to weapons proficiency, meaning absolute proficiency is not obtainable. An example would be a Miner class character who specializes in shotguns and with that weapons class, they can obtain 100% proficiency, however, if they decided to use an assault rifle provided they have the allocated parameters, their proficiency would be capped at 50%. General observed trends in regards to weapon proficiency include increases in maximum and minimum damage, increase critical chance, and unlocking special reload animations that improve reload speeds for certain weapons at 55% proficiency.

***Armor Piercing***: The armor piercing (AP) is calculated as follows:

`Actual Damage = (AP < TargetArmor) ? Damage × (AP / TargetArmor)) else Damage`
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This means that if the AP value of a weapon is below the the armor of the target, then the final damage inflicted will be reduced according to this formula. However if the AP value of a weapon is the same or above the the armor of the target, then the armor is simply ignored - as if the target was without any armor.

***Effective range:*** The effective range can be seen in weapon's description. Firing a weapon in its effective range allows to preserve the highest penetration value. Engaging targets which are further than the effective range will potentially lower the piercing properties of a round and consequently reduce the final damage.

***Critical chance:*** This mechanic allows you to increase, with a certain chance, the damage from your weapon. It is primarily affected by your chacacter skills, your luck points as well as the weapon's critical chance multiplier (provided it has one) and the luck of your target in case of PVP scenario.

The probable critical chance formula can be presented as follows:

`Luck × 0.025 × Crit. chance perk 1 × Crit. chance perk 2 × Weapon crit. chance modifier × ( 1 - Target's luck × 0.025)`

Please take into account that this is a player made formula and it may differ from the actual in-game formula, which is unkown!

## Shotguns

Devastating close-range weapon for its level class inflicting a large amount of damage, however, it is offset by the slow rate of fire, reload speed, and ammunition capacity of the entry-level shotguns. Shotguns come in pump-action and semi-automatic variants. Miners are proficient in this weapon set.

## Rifles

Suited for long-range engagements, capable of equipping a high magnifying optic, slow rate of fire but can inflicted devastating amounts of damage for its level class. Primarily bolt action, some are capable of semi-automatic firing modes or automatic. Hunters are proficient in this weapon set.

## Assault Rifles

General purpose, ideal for inflicting damage on enemies whether they are far away or close by with an average rate of fire. All assault rifles come with semi-automatic or fully automatic capabilities to fulfill your mission needs. Mercenaries are proficient in this weapon set.

## Submachine Guns

Average damage with a high rate of fire, it is offset by the low armor-piercing capabilities of pistol calibers in the entry-level submachine guns, as well as its voracious appetite for ammunition. All submachine guns are capable of semi-automatic or fully automatic fire modes, and some are capable of burst fire. Disregarding deficiencies, reaching end game weapons will grant you unparalleled firepower. Engineers are proficient in this weapon set.

## Handguns

Generally of average damage weapon, and with a low magazine capacity, these weapons aren't suited for direct action combat situations, however are extremely versatile due to the lightweight nature of this weapon and that ammunition is cheap and plentiful on the market. This weapon class is primarily utilized as personal defense weapons where one doesn't want to be burdened with a heavy service weapon when traveling long distances or if one expects light combat on their travels. All classes can attain maximum proficiency with this weapon class.

## Melee weapons

When one runs completely dry on ammunition, these tools serve as last-ditch efforts to escape the grasps of death when running away is no longer an option. These weapons are low damage but are light enough to not consume any noticeable carrying capacity. Generally, advisable to have on hand at all times, no matter how confident one may seem as luck always favors the prepared. All classes can attain maximum proficiency with this weapon set.

## Explosives

### Notes

* The smoke and gas grenades can't be obtained directly from a vendor and must be crafted. The gas and smoke grenade modules are dopped by the elder lizards outside of tunnel entrance in eastern territories and the caravan bandit group that roams in the swamp respectively.

## ~~Quest & Modded Weapons~~

These weapons are unique in a way that they can't be obtained through conventional means, as the only way to obtain these aside from trading in the commission store are either from completion of certain quests, killing bosses or NPC as rare drops, or from the slot machines located in the tunnel settlement. Generally, the weapons here have the added benefit of higher overall damage done to player characters and monster NPC, which permits one to kill much more efficiently. Due to the rarity of some of these weapons, they are often highly sought out for, and usually sell for no less than double of the stated value and can exceed costs into the millions of tokens.

### Notes

* **Nagant M2** can be obtained as a rare drop from the cave spiders in the spider cave located by Minaevskaya Mines.
* **MP-133** M2can be obtained as a rare drop from the Cave Spider Boss located in Abode of the Papa.
* **Wolf-357** M2 can be obtained as a rare drop from wandering bears located in the Swamp Region.
* **Marauder-5 M2** can be obtained as a rare drop from the Lizard Boss located around G4-3 in Kuzmitch Territory.
* **GSH-18** M2 can be obtained as a rare drop from the Stray Boar located around the mid-western region of Eastern Territories.
* **Marauder-7 M2** can be obtained as a rare drop from the Bunker Symbiont Boss located in the Bunker.