List of General G.stats

This is a list of g.stats related to balancing, sorted by type and potency. The explanations of the main bullet stats are discussed further in Correlation between Bullet Damage, Health, and Penetration.

Reload
Determines the time between each shot. The lower the value, the faster the reload.

Recoil
Determines the kick the bullet causes when fired. The higher the value, the higher the recoil.

Shudder
Adds variation to bullet speed. The higher the value, the greater variation in bullet speed (Machine Gun, for instance)

Size
Determines the size of the bullet. This is useful for bullets that are not intended to be the same size as Basic bullets. The higher the number, the larger the bullet.

Health
Determines the health of the bullet. A bullet with 1 health will last exactly 5 times shorter than a bullet with 5 health upon hitting an object. The higher the value, the higher the health. For more information, please see Correlation between Bullet Damage, Health, and Penetration.

Damage
Determines how much damage a bullet causes upon impact. A bullet deals damage for each health point it has. A bullet with 3 damage and 2 health will deal 3 damage twice, for a total of 6 damage. The higher the value, the higher the damage. For more information, please see Correlation between Bullet Damage, Health, and Penetration.

Penetration
Determines how much penetration the bullets have. Drones with 0 penetration will bounce off a Beta Pentagon, while drones with 10 penetration will go straight through with no problem. This stats works very closely with Damage. The higher the value, the higher the penetration. For more information, please see Correlation between Bullet Damage, Health, and Penetration.

Speed
Determines the speed of the bullet upon leaving the barrel. Works in tandem with Shudder. The higher the value, the higher the speed.

Max Speed
Determines the maximum speed of the bullet. The higher the value, the higher the speed.

Range
Determines how far your bullets can reach. This also applies to traps and vaguely to swarm drones and bees. The higher the value, the longer the range (Warden, for instance)

Density
Determines the knockback caused by the bullet's collision. The higher the value, the higher the knockback. Not to be confused with Density (Flail).

Spray
Determines the spread of the bullets. The higher the value, the wider the spray (Plow, for instance).

Resistance
Determines the resistance (tendency to stay on the same course) of the bullet. Works similarly to Penetration but without the damage boost. Helps determine knockback.