x
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 PAGEclick 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'}}
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}}