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Hellgate: London
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Hellgate: London
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===Weapons=== The weapons base their power on character stats more than a player's aiming skills, being more of an RPG than an FPS in this regard. For example, a player can place points in an Accuracy statistic that determines the precision of the rounds they fire. There are five types of damage. When a target takes damage, there is a chance that it will suffer a special effect (or "debuff") based on the type of damage taken. The table below summarizes these types and effects: {| class="wikitable" width="700" |- ! width="70"| Type ! width="70"| Debuff ! Description |- |style="vertical-align: top;color: #969696; font-weight: bold;"| Physical |style="vertical-align: top;color: #969696; font-weight: bold;"| Stun |style="vertical-align: top"| Prevents enemies from moving, attacking or using skills for the duration of the effect. |- |style="vertical-align: top;color: #C41711; font-weight: bold;"| Fire |style="vertical-align: top;color: #C41711; font-weight: bold;"| Ignite |style="vertical-align: top"| Target takes damage equal to 5% of their maximum life every second for the duration. |- |style="vertical-align: top;color: #913f99; font-weight: bold;"| Spectral |style="vertical-align: top;color: #913f99; font-weight: bold;"| Phase |style="vertical-align: top"| Phased targets deal 50% less damage and take 50% more damage. |- |style="vertical-align: top;color: #21b24a; font-weight: bold;"| Toxic |style="vertical-align: top;color: #21b24a; font-weight: bold;"| Poison |style="vertical-align: top"| Poisoned targets take damage over time and cannot be healed until the poison wears off. |- |style="vertical-align: top;color: #00aeef; font-weight: bold;"| Electrical |style="vertical-align: top;color: #00aeef; font-weight: bold;"| Shock |style="vertical-align: top"| Shocked targets cannot use skills for the duration of the debuff. |} Multiple forms of damage can be combined through mods onto a single weapon, which makes fulfillment of the [[minigame]] much more lenient and enjoyable. Each weapon has a Strength value for the special effect of each type of damage it does (e.g. Ignite Strength for Fire weapons), comparing to the corresponding Defense stat of the target (e.g. Ignite Defense) in order to calculate the chance that a target will suffer the corresponding debuff. Items, mods, skills, buffs and equipment enhancements can alter Strength and Defense stats. All weapons deliver their damage in one of three different modes: * Direct - only the enemy under the crosshairs will receive the damage * Splash - The damage effect will cause damage in an area centered on the target or location the player is aiming at. * Field - An area of terrain is targeted to inflict damage on enemies who enter it. There are a number of other effects, which can cause projectiles to bounce, spawn novas of splash damage, and spawn more projectiles, which may or may not ricochet around the environment or pass through multiple enemies. These are typically the result of passive skills or special abilities of enhanced, rare and legendary weapons. They are not usually under the direct control of the player, instead relying on a random percentage chance for the effect to occur.
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