Fastest attack animation
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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Heaviest melee weapons
Weight in pounds in steel: mass / a steel Sword's x 3 lbs, for every item that strikes in melee; shields and bare hands are left out.
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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; a Sling's whole cycle, from one action's start to the next, lasts 4.5 times as long).
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Slowest recovery
The same wait, longest first: the items that take the longest before their hand can act again.
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Heaviest on stamina
Stamina per action: start + (39 - start) x (1 - e^-work), where start is 25 for any held item and 32.5 for a spell item. 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; anything held costs at least 25.
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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 (max(1, (lbs / 3)^(1/3)), a steel Sword's 3 lbs hitting at 1, 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 ((lbs / 3)^(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 and the Sling's the dome they explode 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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Most likely to trigger PRECISE!
The chance a sword's landed hit is PRECISE! in steel: 5% + (ceiling - 5%) x (0.85 x shape + 0.15 x the material's grade score), times item quality, up to 20%. Shape is the blade's measured length and thinness, each 0 for the shortest or thickest sword and 1 for the longest or thinnest: the longer and thinner the blade, the more precise.
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Most likely to trigger PIERCE!
The chance a hit is PIERCE! in steel: it cannot be dodged or glanced and ignores damage reduction and Guard's cut. 5% + (ceiling - 5%) x (0.85 x shape + 0.15 x the material's grade score), times item quality, up to 40%. Shape is length and thinness against the item's own kind (thrusting swords, spears; the Harpoon by its bolt): the longer and narrower, the more it pierces.
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Most likely to trigger CRUSH!
The chance a heavy blunt weapon's landed hit is CRUSH! in steel, knocking the target down into a tumble. 5% + (ceiling - 5%) x (0.85 x build + 0.15 x the material's grade score), times item quality, up to 40%. Build is how heavy, how broad (surface area) and how slow (swing and recovery) the weapon is, each spread over the heavy blunt family.
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Most likely to trigger DISARM!
The chance a hooked short blade's landed hit is DISARM! in steel: the target's offhand item is knocked to the floor until it walks back for it; the mainhand is never taken. 5% + (ceiling - 5%) x (0.85 x hook + 0.15 x the material's grade score), times item quality, up to 25%. Hook is how far the blade reaches sideways for its length, from a straight short blade (0) to the deepest hook (1).
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Most likely to trigger BREAK!
The chance a breaking tool's hit is BREAK! in steel: a blocked hit breaks the offhand shield that blocked it, a landed hit breaks the piece it struck (worn pieces by body coverage, the offhand item by 0.1), gone for the rest of the fight with its bonuses and its weight; the mainhand never breaks. 1% + (ceiling - 1%) x (0.85 x build + 0.15 x the material's grade score), times item quality, up to 10%. Build is the tool's mass and how much of it sits behind each unit of surface, spread over the breaking tools.
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Most likely to trigger STICK!
The chance a sticking pole's hit is STICK! in steel, on a blocked hit as well as a landed one (never a miss, a parry or a glance): the target cannot move farther from the attacker and fights with its offhand alone, an empty fist if it has nothing there, until the hold breaks: the attacker takes damage, or the target takes any landed hit or push. 60% + (ceiling - 60%) x (0.85 x bite + 0.15 x the material's grade score), times item quality, up to 120%. Bite is how far the head reaches out to the side of the shaft, from the narrowest head (0) to the widest (1). Shown past 100% so a future effect that lowers it still leaves the hit sticking.
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Most likely to trigger 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. A melee weapon over 8 lbs blocks too, from 0% at 8 lbs to 15% at the tree trunk's weight on the same log scale, and stacks with a shield: 1 - (1 - shield) x (1 - weapon).
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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 - (lbs / 4.8)^-0.138, nothing at 4.8 lbs or lighter. Pounds are the item's weight in steel, the same as the Weight column.
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Easiest to carry
The same walk-speed cost, lightest first; ties go to the lighter item.
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