This template produces a comparison table for placement on weapons pages.
Usage
Place the following in the section where the table is desired:
{{Comparison table <!-- insert parameters --> }}
This template takes data from the GECK as input and calculates display values like "damage/attack", "DPS" or "shots/reload" automatically.
Parameters
Specific parameters
Some parameters are only needed for certain weapon types and/or games (denoted in the tables below).
Required for |
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Disabled for |
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"Ammo Use" in GECK ("Edit" window -> "Game Data" tab -> "Ammo Use").
Required for |
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Disabled for |
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"Action Points" in GECK ("Edit" window -> "Game Data" tab -> "Action Points").
Required for |
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Disabled for |
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"Attack Shots/Sec" in GECK ("Edit" window -> "Art and Sound" tab -> "Attack Shots/Sec").
Required for |
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Disabled for |
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"Clip Rounds" in GECK ("Edit" window -> "Game Data" tab -> "Clip Rounds"). Can be set to nolimit
for guns with unlimited ammo.
Required for |
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Disabled for |
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"Crit % Mult" in GECK ("Edit" window -> "Game Data" tab -> "Crit % Mult").
Required for |
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Disabled for |
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"Crit Dmg" in GECK ("Edit" window -> "Game Data" tab -> "Crit Dmg").
Required for |
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Disabled for |
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"Crit Effect" in GECK ("Edit" window -> "Game Data" tab -> "Crit Effect").
Required for |
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Disabled for |
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Damage for crit effect in GECK ("Edit" window -> "Game Data" tab -> "Crit Effect"; then look up this effect in "Object Window" -> "Game Effects" -> "Object Effect"; add up "Magnitude" for all damage effects).
Required for |
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Disabled for |
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Duration for crit effect in GECK ("Edit" window -> "Game Data" tab -> "Crit Effect"; then look up this effect in "Object Window" -> "Game Effects" -> "Object Effect"; "Duration" for damage effects).
Required for |
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Disabled for |
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"Damage" in GECK ("Edit" window -> "Game Data" tab -> "Damage").
Required for |
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Disabled for |
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Name of add-on content in which weapon is included, in abbreviated from. Available options:
- Fallout 3
- "FO3OA": Operation Anchorage
- "FO3TP": The Pitt
- "FO3BS": Broken Steel
- "FO3PL": Point Lookout
- "FO3MZ": Mothership Zeta
- Fallout: New Vegas
- "FNVDM": Dead Money
- "FNVHH": Honest Hearts
- "FNVOWB": Old World Blues
- "FNVLR": Lonesome Road
- "FNVGRA": Gun Runners' Arsenal
- "FNVCS": Courier's Stash
Required for |
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Disabled for |
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"Object Effect" in GECK ("Edit" window -> "Game Data" tab -> "Object Effect"; then look up this effect in "Object Window" -> "Game Effects" -> "Object Effect" to determine type of damage). Available options:
- "damage": Regular damage.
- "electrical": Electrical damage.
- "emp": Electro-magnetic pulse damage.
- "explosion": Explosion damage.
- "fire": Fire damage.
- "gas": Gas damage.
- "laser": Laser damage.
- "plasma": Plasma damage.
- "poison": Poison damage.
- "radiation": Radiation damage.
Required for |
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Disabled for |
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Damage for object effect in GECK ("Edit" window -> "Game Data" tab -> "Object Effect"; then look up this effect in "Object Window" -> "Game Effects" -> "Object Effect"; add up "Magnitude" for all damage effects).
Required for |
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Disabled for |
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Duration for object effect in GECK ("Edit" window -> "Game Data" tab -> "Object Effect"; then look up this effect in "Object Window" -> "Game Effects" -> "Object Effect"; "Duration" for damage effects).
Required for |
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Disabled for |
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For weapons which are/shoot explosive projectiles (e.g. grenades, mines, missile launcher); the respective projectile's "Damage" in GECK.
To find this value, go to "Edit" window -> "Art and Sound" tab -> "Projectile". Then look up this projectile in "Object Window" -> "Special Effects" -> "Projectile"; open "Edit" window, check "Type" in the "Explosion" box. Look up this type under "Object Window -> "Special Effects" -> "Explosion"; open "Edit" window, the "Damage" box has the value you are looking for.
Required for |
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Disabled for |
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Game weapon is present in, as an abbreviation.
Available options:
- "FO3": Fallout 3
- "FNV": Fallout: New Vegas
Required for |
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Disabled for |
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"Health" in GECK ("Edit" window -> "Game Data" tab -> "Health").
Required for |
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Disabled for |
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"Min Spread" in GECK ("Edit" window -> "Game Data" tab -> "Min Spread").
Required for |
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Disabled for |
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Mod effect for "Regererate ammo (shots)" mod in GECK as a multiplier. All recycler mods multiply ammo use by x0.75.
Required for |
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Disabled for |
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Mod effect for "Increase rate of fire" mod in GECK as a multiplier ("Edit" window -> "Mod Info" tab -> "Value").
Required for |
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Disabled for |
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Mod effect for "Increase clip capacity" mod in GECK ("Edit" window -> "Mod Info" tab -> "Value").
Required for |
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Disabled for |
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Mod effect for "Increase damage" mod in GECK ("Edit" window -> "Mod Info" tab -> "Value").
Required for |
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Disabled for |
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Mod effect for "Increase max condition" mod in GECK ("Edit" window -> "Mod Info" tab -> "Value").
Required for |
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Disabled for |
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Mod effect for "Split beam" mod in GECK as a multiplier ("Edit" window -> "Mod Info" tab -> "Value").
Required for |
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Disabled for |
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Mod effect for "Decrease spread" mod in GECK ("Edit" window -> "Mod Info" tab -> "Value").
Required for |
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Disabled for |
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Total value of all mods attached ("Edit" window -> "Game Data" tab -> "Value").
Required for |
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Disabled for |
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Additional number of shots in V.A.T.S. when "Increase rate of fire" mod is attached.
Required for |
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Disabled for |
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Mod effect for "Decrease weight" mod in GECK ("Edit" window -> "Mod Info" tab -> "Value").
Required for |
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Disabled for |
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Name of weapon, as listed on its article page, including disambiguation.
Required for |
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Disabled for |
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Object effects in GECK other than pure damage ("Edit" window -> "Game Data" tab -> "Object Effect"; then look up this effect in "Object Window" -> "Game Effects" -> "Object Effect").
Required for |
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Disabled for |
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"# Projectiles" in GECK ("Edit" window -> "Game Data" tab -> "# Projectiles").
Required for |
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Disabled for |
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Name of skill this weapon requires in plain text (automatically linked) ("Edit" window -> "Skill").
Required for |
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Disabled for |
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Required level of skill
for using the weapon at full efficiency ("Edit" window -> "Skill Req").
Required for |
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Disabled for |
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Strength requirement of the weapon ("Edit" window -> "Strength Req")
Required for |
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Disabled for |
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"Value" in GECK ("Edit" window -> "Game Data" tab -> "Value").
Required for |
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Disabled for |
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Number of attacks or shots per single V.A.T.S. attack.
Required for |
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Disabled for |
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"Weight" in GECK ("Edit" window -> "Game Data" tab -> "Weight").
Example
{{Weapon comparison table |game =FNV |skill =Energy Weapons |name1 =Laser rifle (Fallout: New Vegas) |ammo use1 =1 |ap1 =18 |attack shots/sec1 =3.0818 |clip rounds1 =24 |crit % mult1 =1.5 |crit dmg1 =15 |damage1 =15 |hp1 =55 |min spread1 =0.025 |mod damage1 =7.5 |mod projectiles1 =2 |mod value1 =1550 |projectiles1 =1 |skill req1 =25 |strength req1 =3 |value1 =800 |vats attacks1 =1 |weight1 =8 |name2 =AER14 prototype |ammo use2 =2 |ap2 =20 |attack shots/sec2 =3 |clip rounds2 =24 |crit % mult2 =2 |crit dmg2 =35 |damage2 =35 |hp2 =100 |min spread2 =0.0225 |projectiles2 =1 |skill req2 =25 |strength req2 =3 |value2 =2200 |vats attacks2 =1 |weight2 =8.5 }}
Results in:
Legend | ||||
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- Weapon name (melee or unarmed) | - Attacks in V.A.T.S. | |||
- Weapon name (gun, energy or explosive) | - Action point cost | |||
- Damage per attack (damage per projectile) | - Damage per action point | |||
- Damage per second | - Weapon spread | |||
- Area of effect damage | - Magazine capacity (shots per reload) | |||
- Effect damage & duration | - Durability (number of attacks before breaking) | |||
- Bonus effects | - Weight | |||
- Attacks per second | - Value in caps | |||
- Critical chance % multiplier | - Value to weight ratio | |||
- Critical damage | - Skill required | |||
- Critical effect damage & duration | - Strength required | |||
- With all mods attached |
Laser rifle | 15 | 46.2 | 3.08 | x1.5 | 15 | 18 | 0.8 | 0.025 | 24 | 270 | 8 | 800 | 100 | 25 | 3 |
Laser rifle | 22.5 (11.3x2) | 69.3 | 3.08 | x1.5 | 15 | 18 | 1.3 | 0.025 | 24 | 270 | 8 | 2350 | 293.8 | 25 | 3 |
AER14 prototype | 35 | 105 | 3 | x2 | 35 | 20 | 1.8 | 0.0225 | 24(12) | 495 | 8.5 | 2200 | 258.8 | 25 | 3 |
Copy/paste
Fallout 3
Melee Weapons, Unarmed | Big Guns, Energy Weapons, Explosives, Small Guns |
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{{Weapon comparison table |game =FO3 |skill = |name1 = |ap1 = |attack shots/sec1 = |crit % mult1 = |crit dmg1 = |crit effect1 = |crit effect damage1 = |crit effect duration1 = |damage1 = |dlc1 = |effect1 = |effect damage1 = |effect duration1 = |hp1 = |other effect1 = |value1 = |weight1 = }} |
{{Weapon comparison table |game =FO3 |skill = |name1 = |ammo use1 = |ap1 = |attack shots/sec1 = |clip rounds1 = |crit % mult1 = |crit dmg1 = |crit effect1 = |crit effect damage1 = |crit effect duration1 = |damage1 = |dlc1 = |effect1 = |effect damage1 = |effect duration1 = |explosion damage1 = |hp1 = |min spread1 = |other effect1 = |projectiles1 = |value1 = |vats attacks1 = |weight1 = }} |
Fallout: New Vegas
Melee Weapons, Unarmed | Energy Weapons, Explosives, Guns |
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{{Weapon comparison table |game =FNV |skill = |name1 = |ap1 = |attack shots/sec1 = |crit % mult1 = |crit dmg1 = |crit effect1 = |crit effect damage1 = |crit effect duration1 = |damage1 = |dlc1 = |effect1 = |effect damage1 = |effect duration1 = |hp1 = |mod attack shots/sec1 = |mod damage1 = |mod hp1 = |mod value1 = |mod weight1 = |other effect1 = |skill req1 = |strength req1 = |value1 = |weight1 = }} |
{{Weapon comparison table |game =FNV |skill = |name1 = |ammo use1 = |ap1 = |attack shots/sec1 = |clip rounds1 = |crit % mult1 = |crit dmg1 = |crit effect1 = |crit effect damage1 = |crit effect duration1 = |damage1 = |dlc1 = |effect1 = |effect damage1 = |effect duration1 = |explosion damage1 = |hp1 = |min spread1 = |mod attack shots/sec1 = |mod clip rounds1 = |mod damage1 = |mod hp1 = |mod projectiles1 = |mod spread1 = |mod value1 = |mod vats attacks1 = |mod weight1 = |other effect1 = |projectiles1 = |skill req1 = |strength req1 = |value1 = |vats attacks1 = |weight1 = }} |
Technical
- Auxiliary template:
{{Pagename nd}}
- Extensions used: VariablesExtension