How to Attach
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BULLET VELOCITY
{{currentItem.stats.velocity}} m/s
WEIGHT
{{currentItem.stats.weight}} kg
ACCURACY
{{currentItem.stats.accuracy}}%
RECOIL
{{currentItem.stats.recoil}}%
FRAGMENTATION
{{(currentItem.stats.fragmentation * 100).toFixed(0)}}%
RICOCHET
{{Math.round(currentItem.stats.ricochet * 100)}}%
LIGHT BLEED
{{Math.round(currentItem.stats['light-bleed'] * 100)}}%
HEAVY BLEED
{{Math.round(currentItem.stats['heavy-bleed'] * 100)}}%
DAMAGE
{{currentItem.stats.damage}}
PENETRATION
{{currentItem.stats.penetration}}
ARMOUR DAMAGE
{{currentItem.stats.armour}}%
CALIBRE
{{currentItem.meta.calibre}}
WIKI PAGE
click to visit
x
ARMOUR POINTS
{{currentItem.stats.durability}}
EFFECTIVE DURABILTY
{{currentItem.stats['effective-durability']}}
ARMOUR CLASS
{{currentItem.stats.class}}
AVG 24HR PRICE
{{currentItemPriceFlea.formatted + ' ₽'}}
MATERIAL
{{currentItem.stats.material}}
ARMOUR AREAS
{{currentItem.stats.zones}}
REPAIR COST: PRAPOR
{{!currentItem.repair ? '?' : $root.formatNumber(currentItem.repair.cost.prapor * 1000) + ' ₽'}}
REPAIR COST: MECHANIC
{{!currentItem.repair ? '?' : $root.formatNumber(currentItem.repair.cost.mechanic * 1000) + ' ₽'}}
REPAIR LOSS: PRAPOR
{{!currentItem.repair ? '?' : currentItem.repair.durabilitylost.prapor.min + '% - ' + currentItem.repair.durabilitylost.prapor.max + '%'}}
REPAIR LOSS: MECHANIC
{{!currentItem.repair ? '?' : currentItem.repair.durabilitylost.mechanic.min + '% - ' + currentItem.repair.durabilitylost.mechanic.max + '%'}}
CHANGE MOVEMENT SPEED
{{currentItem.stats['speed-penalty']}}%
CHANGE TURNING SPEED
{{currentItem.stats['move-penalty']}}%
ERGONOMICS
{{currentItem.stats['ergo-penalty']}}%
WEIGHT
{{currentItem.stats.weight}} Kg
x
ARMOUR POINTS
{{currentItem.stats.durability}}
EFFECTIVE DURABILTY
{{currentItem.stats['effective-durability']}}
ARMOUR CLASS
{{currentItem.stats.class}}
AVG 24HR PRICE
{{currentItemPriceFlea.formatted + ' ₽'}}
MATERIAL
{{currentItem.stats.material}}
ARMOUR AREAS
{{currentItem.stats.zones}}
REPAIR COST: PRAPOR
{{!currentItem.repair ? '?' : $root.formatNumber(currentItem.repair.cost.prapor * 1000) + ' ₽'}}
REPAIR COST: MECHANIC
{{!currentItem.repair ? '?' : $root.formatNumber(currentItem.repair.cost.mechanic * 1000) + ' ₽'}}
REPAIR LOSS: PRAPOR
{{!currentItem.repair ? '?' : currentItem.repair.durabilitylost.prapor.min + '% - ' + currentItem.repair.durabilitylost.prapor.max + '%'}}
REPAIR LOSS: MECHANIC
{{!currentItem.repair ? '?' : currentItem.repair.durabilitylost.mechanic.min + '% - ' + currentItem.repair.durabilitylost.mechanic.max + '%'}}
CHANGE MOVEMENT SPEED
{{currentItem.stats['speed-penalty']}}%
CHANGE TURNING SPEED
{{currentItem.stats['move-penalty']}}%
ERGONOMICS
{{currentItem.stats['ergo-penalty']}}%
WEIGHT
{{currentItem.stats.weight}} Kg
x
HYDRATION
{{currentItem.stats.hydration > 0 ? '+' + currentItem.stats.hydration : (currentItem.stats.hydration === 0 ? '--' : currentItem.stats.hydration)}}
ENERGY
{{currentItem.stats.energy > 0 ? '+' + currentItem.stats.energy : (currentItem.stats.energy === 0 ? '--' : currentItem.stats.energy)}}
USE TIME
{{currentItem.stats.duration}} secs
x
HYDRATION
{{currentItem.stats.hydration > 0 ? '+' + currentItem.stats.hydration : (currentItem.stats.hydration === 0 ? '--' : currentItem.stats.hydration)}}
ENERGY
{{currentItem.stats.energy > 0 ? '+' + currentItem.stats.energy : (currentItem.stats.energy === 0 ? '--' : currentItem.stats.energy)}}
USE TIME
{{currentItem.stats.duration}} secs
x
EXPLOSION DELAY
{{currentItem.stats.delay}} sec
EXPLOSION RADIUS
{{currentItem.stats['radius-min']}} - {{currentItem.stats['radius-max']}} metres
MAXIMUM DAMAGE PER FRAGMENT
{{currentItem.stats.strength}}
FRAGMENTS COUNT
{{currentItem.stats.fragments}}
SHRAPNEL DAMAGE
{{currentItem.stats.damage}}
SHRAPNEL PENETRATION POWER
{{currentItem.stats.penetration}}
SHRAPNEL ARMOUR DAMAGE
{{currentItem.stats.armour}}
SHRAPNEL FRAGMENTATION CHANCE
{{currentItem.stats.fragmentation * 100}}%
SHRAPNEL VELOCITY
{{currentItem.stats.velocity}} m/s
SHRAPNEL RICOCHET
{{currentItem.stats.ricochet * 100}}%
LIGHT BLEED
{{Math.round(currentItem.stats['light-bleed'] * 100)}}%
HEAVY BLEED
{{Math.round(currentItem.stats['heavy-bleed'] * 100)}}%
WEIGHT
{{currentItem.stats.weight}} kg
AVG 24HR PRICE
{{currentItemPriceFlea.formatted + ' ₽'}}
x
HP RESOURCE
{{currentItem.stats.max < 100 ? currentItem.stats.max + 'x' : currentItem.stats.max + ' HP'}}
USE TIME
{{currentItem.stats.duration}} secs
STOPS LIGHT BLEEDS
{{currentItem.stats.bleed_light > 1 ? currentItem.stats.bleed_light + ' HP' : ''}}
STOPS HEAVY BLEEDS
{{currentItem.stats.bleed_heavy > 1 ? currentItem.stats.bleed_heavy + ' HP' : ''}}
REMOVES FRACTURE
{{currentItem.stats.fracture === true ? '' : currentItem.stats.fracture + ' HP'}}
COMPARE WITH...
x
ARMOUR CLASS
{{currentItem.stats.class}}
ARMOUR POINTS
{{currentItem.stats.durability}}
ARMOUR AREAS
{{currentItem.stats.segments}}
MATERIAL
{{currentItem.stats.material}}
RICOCHET CHANCE
{{['None', 'Low', 'Medium', 'High'][currentItem.stats.ricochet]}}
ERGONOMICS
{{currentItem.stats['ergo-penalty']}}%
CHANGE MOVEMENT SPEED
{{currentItem.stats['speed-penalty']}}%
CHANGE TURNING SPEED
{{currentItem.stats['move-penalty']}}%
x
CAN BE MODDED IN RAID
{{currentItem.stats.moddedinraid ? 'YES' : 'NO'}}
SIGHT MAGNIFICATION
{{currentItem.stats.magnification.join('-')}}
ERGONOMICS
{{currentItem.stats.ergonomics > 0 ? '+' + currentItem.stats.ergonomics : currentItem.stats.ergonomics}}
SIGHTING RANGE
{{currentItem.stats.range}}
x
REAL NAME
{{currentItem.meta.real_name}}
LL2
LL3
LL4
x
Settings
Types
x['type']), true)" >all
x['type']), false)" >none
Calibres
x['calibre']), true)" >all
x['calibre']), false)" >none