Quickest attack
Seconds one action plays: 4 / (attackSpeed x relative rate x tempo). Relative rate falls with the item's weight and grip inertia against carry capacity; tempo adds reach, family and blade terms.
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Longest ranged reach
How far an Anima attacks from: launch speed^2 x sin(2 x angle) / gravity from the ground, eased past 20 and capped at 30 units at level 1 (both grow with launch strength toward 40), then each class's share of it: Rifle 0.7, bows 0.8, Sling 0.5, Javelin and Pilum 0.5. Throws, boomerangs, the Missile and magic cones grow by at most 33% of their level-1 reach, and a Throw reaches at least 7.5, 15% past the longest melee reach. A wave's reach is its speed x life x aura factor.
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Fastest projectile
Launch speed in world units per second: the launch family's base speed x the thrower's strength x the item's weight, stability, size and throw terms. The Rifle's bullet always flies at 120, and a crossbow's bolt flies sqrt(arrow length / bolt length) = 1.31 times as fast as a bow's arrow on the same stored energy, its mechanical draw never easing with the holder's strength. Flick and rupture waves travel at their own speed x the aura factor.
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Longest melee reach
How far from the bearer's body center a strike reaches, in the same units as ranged reach: the item's built length from the grip x the Anima's scale (0.6) + the body radius (0.43). Ropes and chains count at full length.
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Quickest recovery
Seconds the hand waits after an action before it can act again: blade length and heavy-blow recovery, the rope dart's pull-back, magic cadence and charge, and a launcher's reload (stamina refill plus the range pause, times its heavy-shot k, capped by the authored reload).
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Heaviest on stamina
Stamina per action: 20 + 16 x (1 - e^-work). Work grows with weight and grip inertia (and the speed they move at) against carry capacity.
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Lightest on stamina
The same cost, cheapest first. A bare punch costs 20; nothing held costs less.
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Highest base hit
The item's own hit against a bare punch, before stats or material: 1.47 armed hit for every weapon x heavy k (mass^(1/3) in Swords for heavy blunt weapons, spears, blades and projectiles) x thrown weight, for the whole action. A Shield Bash lands 0.375 of it and Repulse 0.7.
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Hardest single hit
One contact before defense: channel damage x 1.47 armed hit x hit power x heavy k (mass^(1/3) for heavy weapons and projectiles) x thrown weight, split across a volley's shots or strikes. Melee reads physicalDamage, projectiles actionDamage, waves magicalDamage.
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Widest area
Ground one action covers: a ring is pi x r^2, a cone half-angle x r^2, a wave the sector it sweeps (1/2 x arc x reach^2); the Cane's shot the half-size Cross-rupture it bursts into, and the Hand cannon's the dome it explodes into (pi x r^2). Radii grow with the aura factor, sqrt(magic x focus x stability).
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Most hits per action
Contacts one action can land on one target: the Rifle's volley shots, a nunchaku's or flail's twirl strikes, the drill's pushes. Items that land one are left out.
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Best guard
The chance to stop a physical hit from the front: a shield's block or a Sai, Jutte or Tonfa's parry, from 15% for the lightest shield to 35% for the heaviest, on a log scale of mass.
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Support items
Items that do something other than damage: heal health (magicalDamage x hit power), restore or drain stamina (stamina cost x hit power; the Scroll restores its magic hit), or knock opponents down into a tumble.
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Slowest to carry
Walk speed lost to the held weight: 1 - (mass / 1.6 Swords)^-0.138, nothing at 1.6 Swords or lighter.
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Easiest to carry
The same walk-speed cost, lightest first; ties go to the lighter item.
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