Weapon Stats - Basic Concepts

including mods

Damage

Addends:

Gunslinger aced (+7.5 for akimbo, else +15)

Multipliers:

Shotgun Impact aced (35%)

Perk deck bonus (5%)

Silent Killer (15% or 30%)



Ace of Spades: 40



Shuriken: 100



Javelin: 1100

Zoom

FOV 63: Sniper rifles, Chimano 88, Chimano Custom, STRYK, Interceptor, Swedish K, SpecOps, KSP, MG42, Saw, Blaster, Cobra, Uzi, Patchett, Thompson, Queen's Wrath, Lion's Roar, Minigun, akimbo Chimano Custom, akimbo Chimano 88, akimbo Interceptor



FOV 60: RPK



FOV 50: AMR-16



FOV 45: Peacemaker, bows

FOV index +0: Iron sights, Raven Flip-Up Sight



FOV index +1: Marksman Sight



FOV index +2: Surgeon Sight



FOV index +3: See More Sight, Speculator Sight, Holographic Sight, Compact Holosight, Professional, Combat Sight, Pistol Red Dot Sight, Nagant iron sight



FOV index +4: Solar Sight, Trigonom Sight, Military Red Dot, Milspec Scope



FOV index +5: Acough Optic Scope



FOV index +6: Default sniper scope



FOV index +7: Broomstick Barrel Sight



FOV index +10: Theia, A5 Scope

managers.user:set_setting( "camera_zoom_sensitivity", managers.user:get_setting( "camera_sensitivity")* 45/65 * (managers.user:get_setting( "fov_multiplier" )+1)/2 /managers.user:get_setting( "fov_multiplier" ) )

Suppression

The current suppression , which is increased by the suppression amount every time he builds up suppression. More weapon threat equals faster buildup of this value.



, which is increased by the suppression amount every time he builds up suppression. More weapon threat equals faster buildup of this value. The duration until the suppression wears off completely and all suppression variables are deleted. It is randomly chosen in an interval depending on the enemy type.

Easy enemies: 10-15 seconds

Hard-defensive enemies: 5-10 seconds

Hard-aggressive enemies: 5-8 seconds

until the suppression wears off completely and all suppression variables are deleted. It is randomly chosen in an interval depending on the enemy type. The threshold that the current suppression must exceed to make the enemy lower his head . Randomly chosen like the duration.

Easy enemies: 0-2

Hard-defensive enemies: 0-2

Hard-aggressive enemies: 2-5

that the current suppression must exceed to make the enemy . Randomly chosen like the duration. The threshold that the current suppression must exceed to make the enemy abandon his objective .

Easy enemies: 3-5

Hard-defensive enemies: 5-6

Hard-aggressive enemies: 5-6

that the current suppression must exceed to make the enemy .

Delay between shots (if single-fire) or bursts (if auto-fire) of enemies is multiplied by 1.5.



Aim delay of enemies when acquiring target is multiplied by 1.5. This aim delay is often really small though and may in fact be 0 for certain enemies and on Deathwish.



Enemy chance to hit is multiplied by 0.5. The original chance to hit never exceeds 1 (with one tiny exception explained in the appendix on enemy weapon damage), so this truly cuts their chance to hit in half. Projectiles will still fly past you and reset your armor regeneration.

will

Concealment and Alert Radius

Spread

Multiplier = 1 / ( 1 (+ 0.2 with Sharpshooter) (+ 0.5 with Professional) (+ other skills) )

Weapon sight, stationary: 1



Weapon sight, moving: 2



Else (i.e. hip firing): 3.5

Hip fire, stationary: 8.75 / 7



Hip fire, moving: 12.25 / 8.75



Weapon sight, moving: 3 / 3

Hip fire, stationary, standing: 2.1 / 1.75



Hip fire, stationary, crouching: 2.45 / 2.1



Hip fire, moving, standing: 2.45 / 2.1



Hip fire, moving, crouching: 2.8 / 2.45

Hip fire, stationary, standing: 2.8



Hip fire, stationary, crouching: 2.6



Hip fire, moving, standing: 3.2



Hip fire, moving, crouching: 3.1



Weapon sight, stationary: 1



Weapon sight, moving: 3.5

Hip fire, stationary, standing: 3.8 / 4.3 / 3.3



Hip fire, stationary, crouching: 3.2 / 4 / 3



Hip fire, moving, standing: 4 / 4.5 / 3.5



Hip fire, moving, crouching: 3.5 / 4 / 3



"Weapon sight", stationary: 1.5 / 1.8 / 1.8



"Weapon sight", moving: 2 / 2.5 / 2.5

Hip fire, stationary, standing: 1.8 / 1.8 / 1.4



Hip fire, stationary, crouching: 2.16 / 2.16 / 1.54



Hip fire, moving, standing: 3.78 / 3.42 / 2.52



Hip fire, moving, crouching: 4.14 / 3.6 / 2.66



"Weapon sight", stationary: 0.6



"Weapon sight", moving: 0.78 / 0.78 / 0.72

Kobus 90: 4.725



Compact-5, Krinkov: 3.5 (same as CAR-4)



Para, SpecOps, Blaster, Cobra, Uzi, Patchett: 2.8



CMP, Mark 10, Swedish K, Jacket's Piece: 2.625



Kross Vertex: 2.45

Hip fire, stationary, standing: 2.4



Hip fire, stationary, crouching: 2.2



Hip fire, moving, standing: 2.8



Hip fire, moving, crouching: 2.4



Weapon sight, stationary: 0.9



Weapon sight, moving: 1.5

Hip fire, stationary, standing: 3.85



Hip fire, stationary, crouching: 2.975



Hip fire, moving, standing: 4.2



Hip fire, moving, crouching: 3.325

Hip fire, stationary, standing: 8.6



Hip fire, stationary, crouching: 8.0



Hip fire, moving, standing: 9.0



Hip fire, moving, crouching: 8.2



Weapon sight, stationary: 7.6



Weapon sight, moving: 7.8

Recoil

Spread: Obtain base spread from accuracy stat. Subtract skills from stance value, plug it into 1/(2-value) if value<1, and multiply the result by the base spread.



Recoil: Obtain base recoil from stability stat. Subtract skills from 1, plug it into 1/(2-value) if value<1, and multiply the result by the base recoil. Multiply that result by fixed values inherent in the weapon.

CMP, Mark 10, Swedish K: -1.2 / 1.2 / -1 / 1



Jacket's Piece: -0.6 / 1.2 / -1 / 1



Thompson: 0.3 / 1.5 / -1.2 / 1.2



Micro Uzi: -0.1 / 0.6 / -1.2 / 1.2



Queen's Wrath: 0.8 / 1.1 / -1.2 / 1.2



Crossbows, Kross Vertex: -0.2 / 0.4 / -1 / 1



Remaining assault rifles and submachine guns: 0.6 / 0.8 / -1 / 1



Non-Akimbo Pistols: 1.2 / 1.8 / -0.5 / 0.5



Akimbo Chimano Compact: 1.4 / 1.2 / -0.5 / 0.5



Akimbo Deagle: 1 / 0.9 / -0.3 / 0.4



Akimbo Bernetti: 1.5 / 1.2 / -0.3 / 0.3



Remaining akimbo pistols: 1.6 / 1.3 / -0.3 / 0.3



Predator: 1.8 / 1.5 / -0.5 / 0.8



Peacemaker, Mosconi, Joceline and Judge: 2.9 / 3 / -0.5 / 0.5



Remaining shotguns when not using the sights: 1.9 / 2 / -0.2 / 0.2



Remaining shotguns when using the sights: 1.5 / 1.7 / -0.2 / 0.2



Brenner: -0.2 / 0.8 / -0.8 / 1



Remaining LMGs: -0.2 / 0.8 / -1 / 1.4



Rattlesnake, Lebensauger: 3 / 4.8 / -0.3 / 0.3



R93: 3 / 3.8 / -0.1 / 0.1



Thanatos: 3 / 3.8 / -0.5 / 0.5



Nagant, Repeater: 3 / 4.8 / -0.3 / 0.3



Minigun: -0.1 / 0.2 / -0.3 / 0.4

Spread and Recoil - Rationale

A 100% accuracy bonus means a 0.5 spread multiplier.



A 100% accuracy penalty means a 2.0 spread multiplier.



Equal amounts of bonuses and penalties fully compensate each other.

multiplier = 1+sum, if penalties outweigh the bonuses (sum>0)



multiplier = 1/(1-sum), if bonuses outweigh the penalties (sum<0)

multiplier = stance value with skills = 1+sum

1/(1-sum) = 1/(1-(multiplier-1)) = 1/(2-multiplier)

Weapon Mods, Skill Bonuses and the Inventory Calculations

For most stats, the game has one table for each stat defining all possible values. The same table is used for all weapons. This section will often mention to "base" stats, which actually refers to the stats of a weaponbut ignoring the skill bonuses. This makes my definition different from the ingame inventory, which separates base and mods (my "base" actually means "base+mods"). Mods work that well together with the default stats that there's not much reason to distinguish between the two. On the other hand, skill bonuses may show very misleading numbers.All weapons use the following damage table (the inventory shows these numbers rounded up, so 22.5 is shown as 23):Some weapons (e.g. sniper rifles and RPG) cheat the system by having an additional multiplier, e.g. the Thanatos deals 120*24 damage, the Mosconi deals 100*1.38 damage.Attaching modifications to a weapon adds or subtracts from the index of the gun stat in the table. E.g. the Monolith decreases the damage index by 1. If you attach it to a gun with 55 damage, the new damage will be 50. If you attach it to a gun with 11 damage, the new damage will be 10.Shifting the index too far away from its original value will cause a mismatch between what the attachments claim to do and what they actually do. This is not much of a problem however: Equip a weapon in the inventory and then check out its damage including mods.The damage values in the inventory are rounded in an odd manner. A weapon with 32.5 damage will show up as dealing 33 damage. With the 5% perk deck damage bonus, the actual damage becomes 34.125, but the inventory shows as 35 damage, as it merely calculates 33 * 1.05 = 34.65 and then rounds the result. On the other hand, a weapon with 50 damage deals 52.5 with skills, but the inventory claims 52 damage. This makes you slightly misjudge the damage potential of your weapons. Before Gunslinger aced was changed, I had once stumbled upon a Deagle with 42.5 damage and a 1.55 damage multiplier. Its actual damage was 42.5 * 1.55 = 65.875. The inventory calculated 43 * 1.55 = 66.65, rounded to 67. In this case the inventory had overestimated the weapon damage by more than 1 point of damage. The worst offender is the Repeater sniper rifle with 32.5 * 5.3 = 172.25 damage, shown as 175 damage in the inventory.To correctly deduce the damage (or other stats) of your weapon, equip it and look at the damage including mods but before skills are applied. Match the damage you have found to the correct damage value in the table above, then apply the damage bonus yourself. With the 5% perk deck bonus, a weapon in the inventory may claim 50 damage, which is then split up into 48 base damage and a +2 skill bonus. 48 corresponds to 47.5 damage in the table. The +2 skill bonus is rounded and cannot be used. The correct damage is 47.5*1.05. This method fails if the weapon uses a custom damage multiplier like the Repeater sniper rifle (there is no way from within the game to tell that its damage is several points below the indicated value).There are 4 skills which offer constant damage bonuses that apply at all times for one or all weapon classes. These skills (which are the only bonuses affecting the damage value seen in the inventory) are:The game calculates (weaponDamage + addends) * (1 + sum of all constant multipliers) to obtain the damage of the weapon, which may be further multiplied by situational skills (all other damage skills not mentioned in the list). In this case, weaponDamage is the damage of the weapon including mods. There is just one addend, namely Gunslinger aced, as the other three skills are multipliers. Thus a non-akimbo pistol may deal 15 damage without any skills, which becomes 30 with Gunslinger aced, which becomes 30*1.05 = 31.5 with the perk deck bonus. If a player were to use a silenced shotgun with Shotgun Impact and the perk deck bonus and Silent Killer aced, he would gain 35%+5%+30% = 70% extra damage, that is a 1.7 damage multiplier. (If the game had applied each multiplier individually, the result would have been 1.84 instead.)All other damage boosts are purely multiplicative, so a 60% Berserker damage bonus means a separate 1.6 multiplier. The grenade launcher and RPG are not affected by any damage increasing skills except for Spotter. Players being tased do not benefit from Overkill, Underdog and Berserker.Damage applied to enemies has granularity, so the actual damage dealt is a multiple of 1/512 of the total enemy hitpoints. The weapon damage is rounded upwards to the higher granule, and thus slightly increased depending on the weapon damage and hitpoints of the enemy. Take a weapon with 37.5*1.05 = 39.375 damage against a GenSec Elite who dies after taking 118.15 damage to the head with the 25% headshot damage bonus. Without granularity, each hit deals damage equal to 33.326% of the total enemy hitpoints, so 4 hits should be required to kill. With granularity, take the product 33.326% * 512 = 170.63 to obtain the granule, then round it up to 171. Taking granularity into account, each hit deals 171/512 damage, and 3 hits deal 513/512 damage, killing the enemy.Damage of throwables:The field of view (FOV) table in degrees is. As usual, mods add or subtract from the index of the gun by the same amount, so attaching the same sight to different weapons will give you a different zoom if the weapons differed without mods. The table is used only when using the sights; hip fire always uses 65. The FOV is modified by the FOV slider in the game: The hip FOV is multiplied by 1 (slider minimum) to 1.4 (slider maximum), whereas the FOV when using sights is muliplied by 1 to 1.2. As the impact of the FOV slider is much smaller when using the sights, targets can still be accurately acquired even with the slider at its maximum.Most weapons have a default FOV of 55. Exceptions are:Weapon sights add to the FOV index as follows:Some index shifts (e.g. Theia) exceed the FOV table; this results in an FOV of 20° as the game clamps the index. Rifleman aced adds +2 to the index. It has no other effects. Thus the AMR-16 with a Solar sight and Rifleman aced has the same zoom as the Theia scope.The grenade launcher has an FOV of 55 with the standard sight and 63 with the flip-up sight. Similarly, the angled sniper sight forces the FOV to 63.Apart from the FOV index shift, most sights only differ in how much of your screen they block, so there are in fact good and bad sights. For index +3 (the average weapon sight) I recommend the See More sight or the Speculator sight. For index +4, the Solar sight is arguably the best.The tricky part with weapon zoom is that the game by default uses the same sensitivity even when you are zoomed in. If you had to move your mouse 5 cm to make a full 360° turn without the sight, then it takes the same 5 cm with the sight. If for example you saw a target on the right edge of your screen, you would need to move the mouse less when using the sights. Most other games normalize the sensitivity to a lower value with the sights, which is much more intuitive. The options in the game offer a separate sensitivity slider for weapon sights, which can be adjusted to normalize the sensitivity for one (and only one) FOV level. For example, if your FOV slider is maxed out and your weapon of choice is the Thanatos with the Solar sight, the zoomed FOV is 1.2*45°. To normalize the sensitivity, the zoomed sensitivity shall be 45*1.2/65/1.4 of the unzoomed sensitivity, so you need to adjust the sensitivity slider. To complicate things a bit, the slider itself is extremely cumbersome to handle. Its minimum value corresponds to 0.3 sensitivity, whereas the maximum corresponds to 1.7 sensitivity. If you know your way around Lua, you may just call this function which adjusts the sensitivity without having to use the slider.Anyway, once you have normalized the sensitivity for one FOV level, the goal is to put other weapons on the same FOV level so they can benefit too. A CAR-4 starts at an FOV of 55°, so a +2 index shift is required to obtain the same FOV as the Thanatos + Solar Sight. This makes the Surgeon Sight the ideal candidate. Of course, your personal weapon setup may differ so other values may be required.The game implements breathing, which moves (translation, not rotation) your camera up and down, left and right, along an infinity symbol. This breathing is purely visual and does not affect any mechanics of the game, be it spotting guards or being detected or firing a gun, which all use the camera location of the player if there wasn't breathing (the location at the center of the infinity symbol).This breathing is easily seen when not using the sights at all: If it wasn't there, the weapon would not move at all (as in fact, it does not). This creates a parallax error. Whenever you are at the center of the infinity symbol, bullets hit the center of your screen and your camera is lined up correctly with the sights. Otherwise, your camera is slightly off; bullets will still hit the exactly the same spot as before, but this spot will not be exactly at the center of your screen anymore. When looking through the sights, the game reduces the absolute camera movement due to breathing, when compared to looking from the hip. However, the magnitude is independent of zoom/FOV. Thus the stronger the zoom, the more pronounced the breathing becomes. The laser pointer is attached to the gun itself, so it is not affected by breathing and correctly shows where the bullets will land at all times. with a constant offset depending on the position of the laser pointer relative to the camera at the center of the infinity symbol (not the barrel! The projectiles are fired from your camera and the barrel of the gun has no actual purpose).Breathing is most noticeable at short range. Recall that if you are at the center of the infinity symbol, the bullets always go towards the center of the screen regardless of range. Otherwise, the angle from the center of the screen to the bullet impact becomes greater the closer you are to your target. At reasonably long ranges, the deviation due to breathing has barely any effect; you don't see people in the distance shaking up and down very much due to your breathing. Now, the annoying part is, the one thing that is always very close to you and thus affected the most are your weapon sights. While it makes sense for iron sights to be affected by this (though due to their low zoom, the effect is negligible), the remaining weapon sights suffer from a rather poor implementation. The reticle you see appears to be a texture placed just a short distance behind the scope itself, with the distance from the camera to the reticle being maybe 50 cm. Basically, the distance of the reticle to your camera defines the distance where the parallax error is fully compensated (which is rather easy to illustrate; if your gun was aimed at an enemy and the reticle distance was just about the distance to the enemy, you would see the reticle being moved by breathing in the same manner as the enemy). In reality, even the simplest reflex sight would just send a collimated beam into your eye, which corresponds to a dot infinitely far away, while other sights may have parallax compensation at a fixed distance. The correct implementation would've been to move the reticle texture not 50 cm away, but 50 m (or maybe a bit less for non-sniper sights), and then force it to be rendered in front of anything else.Sniper scopes (FOV index +6 and more; Rifleman aced is ignored) have special handling so that bullets land wherever the reticle is pointed at. In contrast, all other sights have a sweet spot (center of the infinity symbol) that does not change while the reticle keeps moving around.Right after entering bleedout or being affected by melee, bullets do not go anywhere near the center of screen. If you have a laser, it will show you where your gun is actually aimed. The sights also correctly show you where your bullets land.The suppression value is defined as. The threat table is:The maximum suppression is 4.5 at a threat of 43 and the minimum is 0.2 at a threat of 0. Sniper rifles once again get an extra multiplier to reach their extreme values. Suppression is affected by Oppressor, which may multiply it by up to 1+0.25+0.5 = 1.75.Threat does not affect Domination, Control Freak or shouting at civilians. High threat also does not give you higher priority as a target compared to your crew. Its sole purpose is to suppress enemies. When suppressed, enemies first lower their head a bit. When further suppressed, they abandon their objective to get to cover.Suppression is built up by either damaging the enemy (with bullets or melee), which instantly suppresses the enemy for the maximum amount, or by shooting in the direction of the enemy. In the latter case, the suppression is at most increased by the suppression value of the weapon. The actual increase varies depending on the angle as described in the appendix, but the general rule is that the further away from the enemy you aim (while still staying below the maximum allowed angle which depends on the distance), the greater the suppression amount. Clear line of sight is not required to suppress. Enemies hiding behind furniture or cars are suppressed just as easily as those in plain sight. In fact, you may hide behind cover yourself when shooting. You can sit behind a desk and keep shooting against it and you will suppress enemies 20 meters away if they are within the allowed angle. Some walls however do block suppression (some, not all, completely solid walls with no windows at all).In the following, "building up suppression" will solely refer to the action of hitting the enemy directly or firing in his direction. (Effects like an actual reaction of the enemy shall not be included in this definition. A fully suppressed enemy shall still be able to build up suppression.)When an enemy builds up suppression for the first time, he gets a few variables:Guards, cops, snipers, gangstersUnarmored FBIs, green FBI SWATs, Murkywater/GenSec ElitesTans, SWATs (the ones that swarm you on normal difficulty), Heavy SWATs (the rare ones with the white helmet)Special enemies and GenSec cannot be suppressed.The thresholds and duration remain the same until the duration runs out. Whenever the enemy builds up suppression, the duration will be reset. E.g. if an enemy builds up suppression every 4 seconds, his suppressed state will never vanish, as the duration is at least 5 seconds for any enemy type.The current suppression value does not decrease with time. It can only be increased (by building up suppression) and once it reaches the maximum value (the abandon-threshold), it remains constant. The only way for it to disappear is by letting the duration expire.After the duration runs out, the enemy has a 50% resistance to suppression for the next 30 seconds, i.e. his current suppression builds up at half the speed. Enemies hit directly will still be fully suppressed with a single hit.The first threshold makes enemies lower their head slightly, occasionally blocking line of sight, which may be good or bad depending on your situation (snipers love to duck out of sight for the next 10-15 seconds just to pop up in the worst moment). They may also dive for cover. It has three other, not so visible effects:The second threshold makes enemies abandon their objective and then proceed to find cover, which can be anything as long as it blocks line of sight to you. Only rarely does an enemy take a position which allows him to shoot at you. Finding cover may take about 5 seconds or even longer. The enemies in cover will keep sitting there until the suppression wears off. Theyfire if they have line of sight. If you run into a group of suppressed enemies in cover, they will seek cover elsewhere.As an example of suppression, assume you want to make a Tan lower his head. Upon shooting in his direction, he gets a duration of 7.1 and a threshold (for lowering his head) of 3.8. Your weapon has 24 threat, which means 2.6 suppression. Let's say that your don't hit closely, but don't stray too far either, so the suppression amount is half of your suppression value, i.e. 1.3. It thus takes 3 shots to make the Tan lower his head. As long as you shoot at him every 7 seconds, he will remain in his suppressed state. As the maximum value for the abandon-threshold (and thus the maximum value for the current suppression) is 6, he will additionally abandon his objective on the first or second hit after the initial three.Shotguns can suppress cool enemies during stealth. Such enemies do not become uncool.The saw, grenade launcher and RPG do not use the threat stat at all. Damaging an enemy causes full suppression as usual, but firing in the general direction has no effect.These are explained in the stealth section. Alert radius is completely independent of the threat of a weapon. Adding a suppressor reduces both threat and alert radius, but an M308 with a suppressor may have 10 threat and an alert radius of 1 m, while a Gruber without suppressor may have 4 threat and the usual alert radius of 45 m. Hearing an alert turns people instantly uncool during stealth. When going loud, you have higher priority as a target if your alerts are heard.The base spread (in degrees) is given by. The accuracy table is rather simple:So a weapon at 0 accuracy has 2 base spread, whereas a weapon with 18 accuracy has 0.2 base spread. It also follows that a weapon with accuracy 18 has only half the spread as a weapon with 16 accuracy.Sniper rifles cheat the system again by having an extra base spread multiplier. Thanatos and R93 get an extra 0.5 multiplier, whereas the remaining sniper rifles get a 0.6 multiplier. The accuracy in the inventory takes this multiplier into account however, so a Thanatos at 18 accuracy has a spread of 0.2. If you increase its accuracy with the tank barrel, its spread becomes 0.1.The actual spread is the product of the base spread and a spread multiplier depending on stance and skills. Once again, it is absolutely mandatory that you look at the accuracyskills to get the correct base spread value.To obtain the spread multiplier, start with a value defined for each stance for each gun (not visible from within the game), then apply the skills by subtracting the percentages that they improve. Take a Deagle being fired from the hip for example, which has a stance value of 3.5. With 20% extra single-shot accuracy and 10% pistol accuracy and 50% silent weapons accuracy, the multiplier becomes 3.5-0.2-0.1-0.5 = 2.7, provided you have the skills and your Deagle has a suppressor. If the Deagle has 18 accuracy, the total spread thus becomes 0.2*2.7 = 0.54.If the Deagle had been fired from a stationary position using the weapon sights, the stance value would have been 1, yielding a multiplier of 1-0.2-0.1-0.5 = 0.2. However, the game does not like too small (or even negative) multipliers and, turning it into 0.56 in this case, which is quite a difference to the expected 0.2.In the rather common case that the stance value is 1 (this is the case for most weapons when using the sights), the equation can be simplified toKeep in mind that while this is a handy formula, it only covers the one special case of stance value = 1. The method of subtracting the skill values presented in the two paragraphs before applies universally and is thus the preferred method. The main point of this simplified formula is that a person with Sharpshooter basic (and a single-shot weapon) can expect the spread to be divided by 1.2 when using the weapon sights.The CAR-4 stance values form the basis for all other weapons in the game. The values are as follows:The modifiers for the individual weapons are as follows (unspecified values are identical to the CAR-4):usually share the CAR-4 values. Exceptions are the JP36 and Commando (2.8 for hip fire). Some assault rifles have most of their values changed. To make the lists neater, I group together similar guns and specify the values of several guns in a single line separated by slashes, e.g. the M308 below has a stationary hip fire value of 7.UAR / M308+Cavity are punished:Eagle / Falcon are a bit more accurate from the hip than the CAR-4, interestingly they lose accuracy when crouching:The assault rifles from the Gage Assault DLC (Gecko, G3, Clarion) have the same values as the Falcon.Queen's Wrath and Lion's Roar have the worst accuracy when using the sights while moving:The, Brenner / KSP+MG42 / RPK, have completely different stats altogether:usually have 2.625 when hip firing. Exceptions are the Deagle and Peacemaker (3.5), Bernetti, Gruber, Chimano Compact and Broomstick (1.75), Signature and LEO (1.05). Peacemaker additionally has 2.8 when using the sights. If you are moving, then the Bernetti, Gruber, Chimano Compact, Broomstick, Signature and LEO are more accurate fired from the hip than with the sights.The, Chimano Compact / Deagle / rest have the following stats:Mostalso have their values changed when firing from the hip:Theuses completely different values:The Micro Uzi also uses different values:andhave the standard modifier for hip firing, and use 2.8 when using the sights.have a value of 20 when fired from the hip. When stationary and using the sights, they get 0. When moving with the sights, Rattlesnake, Nagant and Repeater retain 0, whereas Thanatos and Lebensauger get 0.2 and R93 gets 1.Minigun:Crossbows: 2.45 when fired from the hip.The base recoil (in degrees) is determined by. The allowed stability values are (12.5 and 17.5 shown as 12 and 17 in the inventory):Therefore a weapon with the maximum stability has a base recoil of 0.5, whereas a weapon with 0 stability has a base recoil of 3.The plateau at 20 stability means that you depending on your current index, using a weapon mod adding or subtracting 1 to the index may have no impact whatsoever. This plateau makes it rather easy to illustrate the mismatch between what mods claim to do and their actual effects. The Commando 553 without mods has a stability of 20 (the lower one). Mods adding +1 to the stability index will still result in the same stability value, so the inventory does not state that such mods affects stability. Mods increasing stability by more than +1 similarly show 1 less. If you have not attached any other mods to the gun, this is indeed what happens. However, the claimed effects of weapon mods do not consider already applied mods. If you have increased the stability index by +1 with other mods already, the stability will be increased by 1 for every further index shift of +1, though the individual mod keeps insisting that it increases stability by 1 less. Thus adding the Tactical Stock, which seems to do nothing but reduce concealment, in fact adds +1 to the stability index. Unmodded weapons with 20 stability are the only case where such latent effects exist, all due to this plateau. Damage, accuracy, etc. may not always give the right numbers, but they do always give something to quantify the actual effects.Para, AMR-16, Uzi, Thompson, Queen's Wrath, Joceline, Matever are the only weapons located at the upper end of the 20 stability plateau.Recoil calculations work rather similar to spread. Let's compare the two calculations:As mentioned in the spread section, the formula for stance value = 1 can be simplified. As recoil always uses a value of 1 as a "stance value", that formula applies almost universally. Thus the recoil multiplier can usually be stated as:Recoil multiplier = 1 / ( 1 (+ 0.25 with Sharpshooter) (+ other skills) )If you do have the Akimbo penalty and no other skills to compensate, the recoil is given by adding 1 + (0.5, 1.0 or 1.5 depending on the penalty; it is twice a large as specified by the game).The final recoil value acts as a multiplier for the actual recoil values of the weapons, which are not shown in the inventory. Those values determine the lower and upper bounds of the vertical and horizontal recoil; basically defining the recoil pattern of the gun. The values are as follows (the first two values specify the vertical bounds, the remaining two the horizontal bounds, positive numbers mean up or right respectively, whereas negative numbers mean down or left):The Locomotive does not get the reduced recoil when using the sights.Assuming a pistol with 25 base stability, the base recoil becomes 0.5 and the actual recoil takes the values 0.6 / 0.9 / -0.25 / 0.25.This section aims to explain the idea behind the 1/(2-multiplier) substitution, which seems rather odd at the first glance. The basic idea is that spread (and recoil) are affected by bonuses and penalties obeying these 3 conditions:Thus there are two regimes, the penalty regime and the bonus regime. In the penalty regime, you take the default multiplier of 1.0 and add the penalty amount. For the bonus regime, take 1/(1 + bonus amount). To combine both regimes, assign a negative sign to either bonuses or penalties. This way, the sum of all bonuses and penalties immediately satisfies the third condition. There is no true answer to whether it is the bonuses or penalties that should be negative: ITake the sum of all bonuses and penalties and then check the regime to calculate the multiplier:In the spread section I specified 1+sum directly as the stance value, both because the game is actually set up that way and because it makes it easy to quickly calculate things. To fully appreciate the spread/recoil system, one needs to subtract 1 from the spread stance values and consider it as a penalty. That is, firing a weapon from the hip with the usual stance value of 3.5 actually means that you are affected by a skill penalty of 250%. A 20% accuracy bonus compensates 20% of the penalty, yielding a 230% skill penalty.It still remains to show where the 1/(2-multiplier) comes from. The stance value (plus skills) is identical with the multiplier in the penalty regime, i.e.Thus sum = multiplier-1 and substitution into the bonus regime multiplier yields:For the calculation of the stats of an attachment, the inventory takes the stats of a weapon with no attachments except the one in question, and then subtracts the stats of a weapon with no attachments whatsoever (player skills are ignored). The intuitive way would have been to calculate that difference while leave the other attachments intact. Either way, assuming a weapon that reaches 47.5 damage without any mods, attaching two mods with +2.5 damage results in an index shift of +2 and thus 55 damage. The calculations also consider capped stats. If a weapon were to have 115 damage without mods, any damage increasing mod could not show more than +5 damage (even though it might shift the index by +2 or more). Such a mod would however be able to show its full effect if damage decreasing mods are applied.When it comes to skill bonuses, the inventory shows two different traits. On the one hand, it takes a rather conservative stance: If a skill does not universally apply, its effects will not be reflected in the inventory at all. Thus the damage increase of Pumping Iron basic is not shown anywhere in the inventory because it does not apply to special enemies. Once the player acquires the aced version, the effects can be seen in the inventory (though it falsely claims that knockdown is improved too). The accuracy boost of Sharpshooter basic is shown only when the default firing mode of the weapon is semi-automatic.On the other hand however, the inventory simply multiplies the base value by whatever multiplier the skill specified, usually with nonsensical results. While damage and rate of fire work correctly, the stats for stability, accuracy and suppression shown in the inventory are not proportional to the values experienced in the game, so plain multiplication cannot possibly give correct values. A Bernetti showing 29 accuracy (16 base accuracy and 80% skill bonus, thus 16*1.8 = 28.8) is less accurate than a Bernetti with 18 base accuracy on any stance. When stationary and using the sights, the 16-base-accuracy version would need a full 100% accuracy increase due to skills for it to reach the same accuracy as the 18-base-accuracy version. It would still be far less accurate when moving or firing from the hip.