Weapon and Clothing Stats

### Formulas index for the following sections

**Ceil** function results in the number being round up: example: ceil(14.5) results in 15.

**Max** function results in the bigger number being selected: max(4,10) results in 10, while max(30,10) results in 30.

**<=** refers to the number on the left being smaller or equal than the number on the right. For example: 10 <= 15 is correct, while 16 <= 15 is not correct.

## Rarity

Every Clothing, Weapon, and Car Part that is not Common quality will have additional stats besides the item's base stats depending on item rarity:

* **Damaged**: Gets at most 2 and at least 1 stat that are at maximum of +1% each. Gotten from anywhere but locked doors and bosses - highest chance when player has no quality find stats.
* **Superior**: Gets at most 2 and at least 1 stat. Gotten from anywhere including locked doors, but not bosses - with the highest chance from locked doors.
* **Rare**: Gets at most 4 and at least 3 stats. Gotten from anywhere including locked doors and bosses - with the highest chance from any boss. Also can be gotten by using a Rare Enhancer.
* **Elite**: Gets at most 6 and at least 5 stats (unless there are not enough stats available for the item - see Car Parts). Gotten from anywhere including locked doors and bosses - with the highest chance from bosses in boss rooms. Also can be gotten by using an Elite Enhancer.
* **Unique:** Gets any amount of predetermined stats that might not even be part of possible stat roll for the item. All stats are guaranteed to be within the maximum stat range for the item level (unlike for the other qualities, which is only for 1 stat). Items will also have its own name instead of the regular item name. Gotten from anywhere including locked doors and bosses - highest chance from Comer and Sons boss room bosses.

## Stat Range of the Highest Stat

The possible stat range of the highest stat in an item depends on the item level. 1 stat is guaranteed to always be whithin that range, unless the item came from before an update that changed this or the item is unique (which makes all stats have that range).

For the stats that go up to 35%, the formula is as follows: **max(item level, 10)% <= stat <= max(item level, 10)%+5%.**

For the stats that go up to 18%, the formula is as follows: **ceil(max(item level, 10)%)/2) <= stat <= ceil((max(item level, 10)%+5%)/2).**

## Stat Rolls Explaination

### Offensive - Damage

**Weapon Body Damage/Body Damage:** Damage done to any part of a zombie except the head.

**(Body Damage from Weapon \* (1+Weapon Body Damage) \* (1+Body Damage))**

**Weapon Headshot Damage/Headshot Damage:** Damage done to the head of a zombie. **Note:** Melee hits on the head ignore this stat and use Body Damage instead!

**(Headshot Damage from Weapon \* (1+Weapon Headshot Damage) \* (1+Headshot Damage))**

**Weapon Surprise Damage/Surprise Damage:** Damage done to any unaware zombie. Only possible with melee weapons because they are quiet weapons! (See Stealth section)

**(Surprise Damage from Weapon \* (1+Weapon Suprise Damage) \* (1+Surprise Damage))**

**Damage vs Mutated:** Damage done to any boss zombie.

**(1+Damage vs Mutated)**

**Damage vs Infected:** Damage done to any zombie except bosses.

**(1+Damage vs Infected)**

**Damage vs Humans:** Damage done to other players.

**(1+Damage vs Humans)**

#### Damage Formula:

(**(Body Damage Total) OR (Headshot Damage Total) OR (Surprise Damage Total)) \* (Damage vs Mutated Total) OR (Damage vs Infected Total) OR (Damage vs Humans Total) damage**

### **Offensive - Effectiveness**

**Weapon Attack Speed/Attack Speed:** How fast the player is able to shoot/swing the weapon while holding the fire button down when not reloading.

**(Attack Speed from Weapon \* (1+Weapon Attack Speed) \* (1+Attack Speed)) attacks per second**

**Weapon Reload Speed/Reload Speed:** How fast the player is able to reload the weapon. Does nothing to melee weapons.

**(Reload Speed from Weapon \* (1+Weapon Reload Speed) \* (1+Reload Speed)) seconds per reload**

**Weapon Aim Speed/Aim Speed:** How fast the player is able to shoot the weapon at maximum accuracy from the time the player is able to start shooting. Does nothing with melee weapons.

**(Aim Speed from Weapon \* (1+Weapon Aim Speed) \* (1+Aim Speed)) seconds per accurate aim**

**Weapon Ammo Capacity/Ammo Capacity:** How many bullets that can be fired without reloading at once. Does nothing to melee weapons.

**(Ammo Capacity from Weapon \* (1+Weapon Ammo Capacity) \* (1+Ammo Capacity)) ammunition per magazine**

#### Effectiveness Formula:

(**(Ammo Capacity Total) \* (Attack Speed Total)) + (Reload Speed Total) seconds of automatic attacks and magazine reloads**

### **Accurate Effectiveness Formula:**

(**(Ammo Capacity Total) \* (Attack Speed Total) \* (1+Aim Speed Total)) + (Reload Speed Total) seconds of accurate attacks and magazine reloads**

### **Damage Effectiveness Formula:**

**(Damage \* Effectivenes) damage per seconds of attacks and magazine reloads**

### **Offensive - Accuracy**

**Weapon Range/Range:** How far does the bullet go to do full damage. Bullet does no damage after the range. Does nothing to melee weapons.

**(Range from Weapon \* (1+Weapon Range) \* (1+Range)) meters**

**Weapon Maximum Accuracy/Maximum Accuracy:** How accurate the weapon firing is when starting to aim. It's the bigger number/the number on the right on the Accuracy Error weapon stat displayed.

**(Maximum Accuracy from Weapon \* (1+Weapon Maximum Accuracy) \* (1+Maximum Accuracy)) degrees of error**

**Weapon Minimum Accuracy/Minimum Accuracy:** How accurate the weapon firing is after completely aiming (after aim speed time happened). It's the smaller number/the number on the left on the Accuracy Error weapon stat displayed.

**(Minimum Accuracy from Weapon \* (1+Weapon Minimum Accuracy) \* (1+Minimum Accuracy)) degrees of error**

### **Offensive - Stun**

**Weapon Stun Duration/Stun Duration:** How long does the zombie take to attack you again after being shot. It takes 3 full seconds for the zombie to be able to be stunned again (including the time it was stunned).

**(Stun Duration from Weapon \* (1+Weapon Stun Duration) \* (1+Stun Duration)) seconds**

**Weapon Knockback Distance/Knockback Distance:** How far does the zombie gets pushed when it gets stunned.

**(Knockback Distance from Weapon \* (1+Weapon Knockback Distance) \* (1+Knockback Distance)) seconds**

### **Defensive - Health**

**Health:** The amount of hit points the player has.

**(100 \* (1+Health)) hit points**

**Health Restoration:** The added percentage of the player hit points restored by a medicine item.

**(Basic Medicine Item HP Restoration \* (1+Health Restoration)) hit points**

(Incomplete)

## Possible Roll Types Per Item Type

* Notes:
	+ (Weapon) "modifier name" refers to "Weapon modifier name" for weapons and "modifier name" for Clothing items. The prefixed modifier occurs only on weapons, while the non-prefixed one - only on Clothing. The difference between the two is that the non-prefixed one affects the player globally (i.e. any weapon used by the player), while with the prefixed one affects only the individual weapon item on which it is found.
	+ Having too much of a stat combined from all equipment and Status Effects will cause the stat to be capped at the value shown.
* Legend:
	+ B base guaranteed detrimental modifier on some items of this type.
	+ B base guaranteed beneficial modifier on some items of this type.
	+ R randomly available beneficial modifier on some items of this type.
	+ U Unique-grade guaranteed beneficial modifier on some Unique-grade items of this type.

### Car Parts

*Here's a list of possible stats that can be rolled onto car parts:*

**Vehicle MPG - Vehicle MPHs - Vehicle Inventory Slots - Vehicle Fuel Capacity**