Shoulder Mods

Page is Work in Progress (WIP)

## Core Stats and Terms

**Weight**: the total weight of the listed part

**Armor**: Amount of armor granted to total AP of listed module

**Attack**: How much damage is done per attack

**Firing**: The number of shots a single button press results in. Some weapons fire more then one projectile per 'shot'.

**Ammo**: Total ammunition a particular weapon has

**Reload Time**: While most weapons in S.L.A.I. can re-fire extremely quickly, the slight difference in re-fire speed has a very strong impact on the performance of a given weapon. As a rule of thumb, most weapons with a very quick reload have very low damage per hit, and weapons with slower reload times are balanced with greater potential damage per hit.

**Blast Radius**: A simple measure of the radius for explosive weaponry. Grenades tend to have very large explosions, and keep in mind that explosions do NOT affect you.

**Durability**: How much damage can be absorbed by a weapon before it is destroyed

**Irradiation**: How powerful of a charge a weapon holds. This determines the total length of time an energy weapon can be continuously fired before depleting its charge.  The game runs at 30 frames per second, every 30 values of irradiation means the weapon can fire for one second.

**Recharge**: length of time lasers must cool of after discharge

**Protect Arms**: total value added on to the durability of your arm stats

## Hidden Stats

These are stats that are not visible in game and are known through the use of external references or data viewing programs.

**Lock-On**: Generally, most weapons have limited lock-on potential--your SV's targeting computer can track and direct weapons fire at the last location of an opponent. For some weapons, typically Missile class guns, they have in-air guidance systems that continue to track an opponent after the projectile has left the barrel.

**Angle (Offset)**: The Angle offset is the angle at which these weapons will fire if your SV is in a neutral position. This can be important if you are trying to lob the projectile a greater or lesser distance by aiming the weapon up or down.

**Time**: This blandly named descriptor applies to the maximum 'live' time of a projectile before it detonates automatically.

**Start**: determine the starting speeds for a launched projectile

**Top Speed**: determine the maximum speeds for a launched projectile

**Acceleration**: The acceleration value determines how quickly the projectile will hit its top speed.

**Fire Angle**: For rapidfire or spread weapons, this figure measures the degree of dispersal (essentially, inaccuracy) for each shot

**Blast Time**: How long the explosion lasts.

**Blast Damage**: How much damage is inflicted by the explosion

**Stun Time**: Generally, heavier stronger weapons have a more significant impact in terms of stunning your opponents. This is affected by the Stabilizer strength of the foe you hit.

**Impact Strength**: How strong the knock back effect is for a given weapon. This can dislodge foes from precarious perches, though the effect is less noticeable on flat terrain.

**WDM (Weapon Destruction Modifier)**: Weapons with high values in this attribute have a greater chance of dealing critical damage to enemy weapons.

**RFI (Repeat Fire Interval)**: The delay between multiple shots for weapons that shoot more than one projectile at a time

**SD (System Disruption)**: The EMP weapons can disable enemy O.C. capabilities, and damage Chip performance as well. This value determines the length of the EMP effect. You can see this at work in battle by a crackling blue glow around your SV and the inability to activate your cloaking system.

**APT (Attack Preparation Time)**: The delay between pushing the attack button and the weapon actually firing

**CGT (Chip Growth Type)**: A very important value, the Chip Growth Type determines how attack experience from this weapon is divided up towards Chip Skill growth. As you damage an opponent with this weapon, the experience is totatled, then divvied up to three Chip Skills in a 60/30/10 split. In conjunction with the type of Chip you choose (each of which has its own unique Growth for experience earned from SV kills), this is the other major factor that deremines how your Chip will develop as you battle. If you wish to be very careful about your Chip development, only utilize weapons that have growth types in your favored Skills until the Chip is completely maxed in levels.