Talk:Arasaka Shigure

A word about the damage stats; they are not affected by additional stats with rare and epic quality weapons. Take this dropped instance of the SMG for example; it has bonus effects, yet only the base damage is factored in for DPS calculation.

466/6.99 = 66.6 recurring (almost the mean of the base damage range).



Taking a second example, when upgraded to level 500, the game still only factors in the base damage when calculating the DPS value. In this instance 511.4/6.99 = 73.168 (almost the median of the base damage range)



A third example; 467.3/6.99 = 66.85 (almost the median of the base damage range)



To claim that Rare and Epic quality weapons have DPS values affected by other effects is factually incorrect, as the screenshots show that DPS is calculated purely by base damage x attacks per second; extra effects given by rare, epic and legendary quality are not taken into account. JBanton (Talk | Contribs) 20:08, 13 March 2021 (UTC)

Headshot Multiplier is 0.85× base. Anything above that is an extra effect for being higher quality. We handle a certain format here, we would like to stick to it.ArasakaApart (talk)

Also, some information. Maximum (item)level of an item is 51. This is the level after which it will disappear from the Upgrade tab. These values is what we'd like to see. The reason why we would want Uncommon or Common item values is because Rare rarity and higher can have additional affixes such as fire rate increases or headshot multiplier increases, we generally want the base values rather than modified values, so perks are excluded as well. The easier way to see these values is to look at the values when inside the Backpack menu. ArasakaApart (talk) 19:51, 13 March 2021 (UTC)

Viewed from the backpack menu, that stats are all displayed the same as on the upgrade screen and inventory menu, at least for me anyway. Rare and epic versions of items are regularly occurring items in the game, why on a resource that's supposed to be about providing information, would we not include the higher quality versions that still occur naturally in the game? While I understand the desire for the most basic stats, they are a bit misleading in terms of not being at all representative of this (or any) weapon's natural performance spectrum without mods or perks. JBanton (Talk | Contribs) 20:08, 13 March 2021 (UTC)

I don't understand what would be misleading or not representative about the stats. You are welcome to discuss wanting a change of the default format on our Discord, but I would like to remind you that changes to our current format will cause issues with our tables, one of the reasons one shouldn't add values of more than one rarity as well. ArasakaApart (talk) 20:37, 13 March 2021 (UTC)

Let's just take the removing "up to x" in the damage stats as an example; a reader will come through and wonder probably wonder why they cannot find the weapon with this value or anything like it (as it is the item level 500, but we have now neglected to state that there is a range and the value we display is the maximum). I have the benefit of having studied the subject, but an ordinary reader will end up confused, because we haven't explained well at all which data we are using. Either the infobox fields need an update or we include a range indicator in the value for that field, which would be much more helpful to an ordinary reader. JBanton (Talk | Contribs) 22:47, 13 March 2021 (UTC)