Weapons

Weapons are used during combat in Dead State.

Melee
Melee weapons are able to inflict an array of Status Effects on an enemy. Many weapons include alternate attacks (accessed by right-clicking on the equipped weapon).

Each weapon has a Strength requirement, which determines the effective damage output. A character who doesn't meet the Strength requirement can still wield the weapon, but there is a 10% damage penalty for every point below the requirement. In the same respect, a character will do 5% more damage for every point above the Strength requirement.

The Melee skill and an opponent's Agility affect melee to-hit chance (THC). The following are some examples of the THC modifier:
 * THC is 75% for a character with a Melee skill of 1 against an opponent with 1 Agility, but decreases by 5% for each additional point of opponent Agility.
 * THC is 100% for a character with a Melee skill of 6 against an opponent with 1 Agility, but decreases by 5% for each additional point of opponent Agility. THC also decreases by 5% for each point below a Melee skill of 6 (against the same opponent with 1 Agility).
 * THC is 100% for a character with a Melee skill of 10 against an opponent with 5 Agility, but decreases by 5% for each additional point of opponent Agility. THC also decreases by 5% for each point below a Melee skill of 10 (against the same opponent with 5 Agility).
 * Note: Screwdrivers are good to screw zombies so, Save some!

Ranged
Ranged weapon effectiveness is determined by the user's Ranged skill and Perception skill, as well as weapon range (how far away an opponent is) and the opponent's Agility. The Ranged skill affects damage output and Critical Chance, while the Perception skill and opponent Agility affects to-hit chance (THC). Weapon range affects all ranged modifiers (Damage, Critical Chance, and THC).

Damage output and Critical Chance are determined by the Ranged skill and affected by weapon range. A damage bonus (+10% to +50%) and Critical Chance bonus (+5% to +45%) will be applied for each point of Ranged skill above the respective range to target. For example, a 10% damage bonus is applied when the character's Ranged skill is 2 against an opponent at a range of 1. The bonus increases by 5% for each additional point of Ranged skill. In this same scenario (Ranged skill of 2 and target range 1), the Critical Chance bonus is 5% and increases by 5% for each additional point of Ranged skill.

A character's to-hit chance (THC) is determined by the Ranged skill, Perception Stat, weapon range, how far away an opponent is/enemy range, equipment/weapon bonuses, and the opponent's Agility. Although the manual does not indicate it, ranged skill gives 5% bonus THC per level. It seems the way ranged THC is described in the manual ("the attacker to-hit chance is measured by comparing the attacker's Perception skill with the Weapon Range (the effective distance away that a weapon can hit), then calculating that versus the target's Agility stat ") is not the way it was implemented in game. If it was, Sniper Rifles with 15 range would always give a 0% base THC even with a maximum 10 perception. So the "Ranged To-Hit Chart" in the manual that uses the term "Weapon Range", should have used the term range to target or enemy range. The range stat of a weapon has an effect on THC that is different from what the chart indicates-it is a linear 5% per Weapon Range inside the weapons range (0% at maximum range). So an enemy at a range of 6 shot by a weapon with Weapon Range 8 will receive a 10% bonus THC. Once you go beyond the Weapon Range there is a penalty of 25% per square of range.

THC decreases by 25% for every enemy range increment above the respective Perception skill. For example, a character with a Perception skill of 3, will have 100% THC against an enemy at a range of 3 (or closer). In the same scenario (with a Perception skill of 3), if enemy range is 4, then THC becomes 75%; a range of 5 will be 50% THC, a range of 6 is 25% THC, and a range of 7 or greater will be 0% THC. An opponent's Agility will affect THC anywhere from -10% to -55%. An opponent with 1 Agility will reduce THC by 10%, with a further reduction of 5% for each additional point of Agility.

This was tested in game with a variety of weapons on various Perception stat levels and ranged skill levels. For example, a Hunting Rifle (10 Weapon Range), Range skill of 1, Perception 5, Enemy Range 7, Enemy Agility 8: in game the THC is displayed as 25% (35% with Marksman Gloves). Comparing Perception to Enemy range, the base THC is 50%, Ranged skill of 1 gives 5%, enemy agility reduces THC by 45%. Weapon range surpasses enemy range by 3. This is +5% for each additional range so 15%. 50%+5%-45%+15%=25% The exact same set up with Ranged Skill 9 had a 65% THC (40% more for the 8 higher skill). So the calculation is: Base THC% + Ranged Skill bonus - Enemy Agility modifier +/- Weapon Range Modifier + Equipment modifiers + Weapon Bonuses.

However, this seems to break with the Sniper Rifle and Laser Sighted MS4 THC values, as when tested with 15 Weapon Range, Perception 5, Ranged Skill 1, Enemy Range 13, Enemy Agility 8 the game displayed THC of 45%. This should have been: Perception vs enemy range=0%, Ranged Skill +5%, Enemy Agility -45%. Weapon Range vs enemy range gives 2 extra weapon range=+5%+5%=+10% THC. This sums to a -30% THC and should have displayed as 0% So there is an extra 75% THC coming from somewhere, possibly a hidden bonus on the Sniper Rifle. Similarly, the Laser Sighted MS4 seems to have a hidden +50% THC as all calculations were off by this amount. So there are some undisclosed bonuses when using certain guns.

Modded Ranged
Modded Ranged Weapons can be crafted, but there is also a rare chance to find them out in the field.

Charge Weapons
Charge weapons are limited-use weapons with a set number of charges before they are rendered useless (they can never be reloaded). These weapons often have powerful attacks and bonuses.

Charge weapons are equipped in a normal weapon slot.

Thrown Items
Thrown items often have an area-of-effect (AoE). They all have a cost of 4 AP.

Thrown weapons are equipped in an Item slot.