Disclaimer : I did NOT decide any of the definition and/or the formula, I am just explaining them to you. I would like a moderator to pin this thread. There are too many values so I am skipping those straightforward ones. Infantry weapons: Damage : Initial damage, this is the damage dealt at 0 distance. (physically impossible) Bullets : How many bullets are being fired with one shot. (1 for non-shotgun) CycleTime : How much time is required between each shot. Falloff & FalloffBase form a formula : Actual damage = Initial Damage*(falloffbase^(distance/falloff)) For example : falloff=2000 falloffbase=0.85 damage=42 It's very close to linear, but not linear. MinimalDamage : The lowest possible damage after falloff calculation. Damage *** Modifier : When you hit ***, damage gets multiplied by this. ( *** = Head/Chest/Stomach/Left Arm/Right Arm/Left Leg/Right Leg) clip_size : Number of bullets contained in a magazine. AccuracyUpgradeModifier : Weapon spread is multiplied by this, if you have accuracy upgrade. As for below, ***=Jumping/Standing/Ducking/Proning ***Spread : When you are not moving, this is your weapon spread. ***SpreadModifier : When you are moving at full speed, this is your weapon spread. ***SpreadMax : Absolute maximum that your spread can go. ***SpreadIncrement : For each shot, your spread is increased by this amount. ***SpreadDecrement : For every second not fired, your spread is decreased by this amount. Ironsight***Spread : When you are using ironsight, your weapon spread is multiplied by this. Vehicle armor: If there's multiple damage reductions, they are multiplicative. For example: Suppose we have 10% damage reduction by Speed To Damage Modifier and 15% by Angle Modifier Final Damage = Initial damage * (100-10)% * (100-15)% = Initial damage * 76.5% Regeneration : Armor regenerates with this rate (Unit : Plate/Second) Angle Modifier : It's rather complicated, but basically it's cosine. 0 degree = 0 damage reduction, 45 degree = 50% damage reduction, capped at 50%, that means 46~90 degree = 50% damage reduction. That damage reduction is then multiplied by Angle Modifier. For example, 0.5 Angle Modifier at 45 degree = 50%*0.5=25% damage reduction. Speed To Damage Modifier : If this is positive, projectile would deal EXTRA damage to the armor according to the speed. Composite/Absorbant use negative value. For example : 3000 projectile speed, -0.00005 Speed To Damage Modifier = 15% less damage. Damage Modifier : Simply multiplies the damage by this value, I personally don't use this variable at all. Damage To Heat Absorbed : Received damage is transformed into heat absorbed. 200 damage * 0.06 Damage To Heat Absorbed = 12 heat absorbed. Bioweapon Damage Modifier : Bio damage multiplier. Vehicle engine : Heat Output At Max : When the engine is running at 100% output (note : not 100% speed), engine generates this amount of heat. Heat Output At Idle : When the player is in the driver seat, but the vehicle is idle, engine generates this amount of heat. Stall On Armor Damage : Stall the engine when this amount of damage to armor is received Stall On Health Damage: Stall the engine when this amount of damage to hull health is received Heat Capacity : How much heat can the engine contain. (100 for most engines) Heat Dissipation : How much heat can the engine dissipate per second.