Glossary

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Abbreviations & Nicknames


Classes

  • Armor
    • The maximum durability of a class.
    • Not to be confused with armor (case-sensitive), which refers to the current durability of a character. A character's armor cannot exceed its Armor, however, changes to Armor always preserve the character's current armor/Armor ratio.
  • Armor Self-Repair
    • The rate at which a character passively regenerates armor.
  • Class
    • The player character in Steambirds Alliance. See Classes for a list of all possible characters.
    • Each class has one of two control types: Plane or Hovercraft.
  • Damage
    • A percentage-based multiplier applied to all damage types on bullets fired directly by the player.
  • Elemental Damage (Lightning/Water/Fire/Poison/Ice Damage)
    • Percentage-based multipliers applied only to elemental damage types on bullets fired directly by the player.
    • Elemental damage multipliers stack multiplicatively with Damage for their respective elements.
  • Elemental Resistance (Shockproofing/Water Sealant/Fire Armor/Poison Filter/Ice Armor)
    • The character's resistance against elemental damage and effects.
    • Damage taken from a given element is reduced by the listed percentage. For elements with status effects, duration and total damage-over-time of these effects are also reduced by the listed percentage.
      • Elemental resistance from Elemental Armor is applied separately from Upgrade-based Elemental resistance.
  • Hovercraft
    • A control type in which the movement keys are used to dictate the desired flight direction while the character steers itself as necessary to head in that direction.
    • Keybindings for this control type are found in the Hovercraft section of the Controls menu.
  • Max Speed
    • The rate at which a character travels from one location to another without using a manoeuvre.
    • Related to Min Speed, which is equal to Max Speed for planes and zero for hovercraft.
  • Max Steam
    • The capacity of a character's steam reserves. All classes start with 100 Max Steam.
  • Plane
    • A control type in which the movement keys are used to steer the character while it flies.
    • Keybindings for this control type are found in the Plane section of the Controls menu.
  • Steam Recharge
    • The rate at which a character passively refills its steam reserves.
  • Super Speed
    • The rate at which a character travels from one location to another while superspeeding (moving at increased speed).
    • Modifiers to Max Speed (such as those caused by slowing effects) also apply to Super Speed such that the Super Speed/Max Speed ratio remains constant.
  • Turn Rate
    • The rate at which a character is able to change its facing, given in terms of degrees per second. Also referred to as Agility.
    • A turn rate of 180°/s implies that the class takes 1 second to completely reverse its facing and 2 seconds to complete a full revolution.


Gun Mounts

  • Ammo (Game)
    • The number of bullets which can be fired across a set of Gun Mounts before the set is forced to go on cooldown. Specified internally using "burst."
      • A weapon is only forced to go on cooldown if there is less than 1 bullet left after a burst has been fired, regardless of how many bullets are fired per burst.
    • Gun Mounts do not list this stat, but the status of those added by Primary Weapons is represented in combat by a yellow bar below the player.
  • Ammo (Wiki)
    • The number of bursts which can be fired by a source of Gun Mounts (usually a Primary Weapon) before it is forced to go on cooldown. Computed by dividing "burst" by "multi."
      • Threshold: The required final Ammo value (after modifiers from Pilot Skills) to add one more burst to the clip. Computed by rounding Ammo up, then adding ( 1 / "multi") to the result.
        • The required final Ammo value to add n more bursts to the clip is (Threshold + n - 1).
  • Cooldown
    • The time required for a set of Gun Mounts to reload once the Gun Mounts have stopped firing. Specified internally using "cooldown."
    • Gun Mounts do not list this stat, but its status is represented in combat based on the source of the Gun Mounts:
      • For all equipment, the appropriate equipment slot is shaded based on the remaining cooldown time.
      • For Primary Weapons, a yellow circle expands behind the player plane based on the remaining cooldown time.
      • No visualization is provided for the cooldowns of Gun Mount sets from Pilot Skills.
  • Confuse
    • The Confuse damage of bullets fired from a Gun Mount.
    • Confuse damage stuns enemies at a constant potency for a set duration.
      • 100% potency Confuse stuns halt their their free movement and prevent them from firing bullets for the duration.
      • Weaker Confuse stuns still prevent bullets from being fired, but slow enemies instead of stopping them entirely.
      • Confuse stuns do not prevent enemies from firing non-bullet projectiles (such as missiles) or spawning other enemies.
    • Against stun-immune enemies, Confuse damage is intended to deal triple damage (currently, this does not actually apply in practice).
  • Elemental Damage (Fire/Poison/Water/Ice/Lightning)
    • The elemental damage of bullets fired from a Gun Mount.
    • Elemental damage types apply at 200% effectiveness against vulnerable enemies; however, they only have 50% effectiveness against resistant enemies.
  • Firing Arc
    • A common firing pattern which evenly distributes bullets over the arc of an imaginary circle. Has two attributes: an angle and a bullet offset.
      • The angle, given in degrees (°), determines how quickly bullets will diverge (i.e. move away from each other) as they travel. Specified internally using "multiSpread."
        • Parallel firing patterns are firing arcs with an angle value of zero.
      • The bullet offset, given in distance units, specifies the initial space between adjacent fired bullets. Specified internally using a "multiOffset" array.
        • Negative offsets flip initial bullet angles, but otherwise act like positive offsets.
  • Gun Mount
    • An object which shoots bullets, located at a fixed position and orientation relative to the character using it. Most commonly found within Primary Weapons, but may also be included with Secondaries, Maneuvers and Pilot Skills.
    • Gun Mounts with the same bullet properties are grouped together. Primary Gun Mounts and Auxiliary Gun Mounts function similarly; the only inherent difference is that the Primary type is always listed first.
    • Each Gun Mount shoots exactly one bullet at a time. Therefore, the number of bullets fired in a single burst is equal to the number of Gun Mounts (this is specified internally using "multi").
  • Offset
    • The initial displacement of a bullet from the default starting position, given in distance units. Specified internally using an "offset" array.
      • Positive offsets cause bullets to appear ahead of the default bullet starting position, usually increasing effective range.
  • Physical
    • The base damage of bullets fired from a Gun Mount.
    • Physical damage is a universal damage type that always applies at 100% effectiveness.
  • Range
    • The distance that bullets fired from a Gun Mount will travel before dissipating.
    • Range is the product of bullet speed and bullet lifetime --- as a result, Gun Mounts that fire stationary bullets will list a Range of 0.
  • RoF
    • A measure of how quickly a Gun Mount fires bullets, given in terms of bullets per second. Also referred to as Fire Rate.
  • Spread
    • The angle, given in degrees (°), associated with a Gun Mount's cone of fire.
      • Smaller spread results in more accurate gun fire.
  • Sync Offset
    • The time delay between the activation of two synchronized Gun Mount sets, given in seconds. Mainly present on Special weapons with multiple firing modes.

Pilot Skills

  • Skill Actions
    • Continuously fire gun: While the skill conditions are being met, attempt to shoot bullets from the specified set of Gun Mounts
    • Fire blast from gun: At the moment that the skill conditions are met, attempt to shoot one volley of bullets from the specified set of Gun Mounts
    • Can equip [Weapon]: While the skill conditions are being met, the player can now freely equip all [Weapon]s regardless of the original weapon restrictions of the plane.
  • Skill Conditions
    • On hit: Activates when the player deals non-zero damage to an enemy
      • Invincible enemies are not valid targets for fulfilling this condition
    • On kill: Activates on the death of any enemy recently damaged by the player
    • On heal ally: Activates when the player replenishes another player's armor
    • On [action] end: Activates once the specified action has stopped occurring
    • On secondary: Activates when the Secondary input is initially pressed
    • [Weapon] equipped: Activates only while the specified weapon type is equipped
      • Effects with durations from skills with this condition persist even if the player switches to another weapon type
    • While flying [Plane]: Activates only while the player is flying the specified plane
    • N+ players nearby: Activates while at least N other players are within 15 units of the player character
    • Armor [at least/below] XX%: Activates while armor/Armor ratio [exceeds/is less than] 0.XX
    • While [not] firing: Activates while the Fire input is [not] held down
    • While [not] super speeding: Activates while the Superspeed input is [not] held down
    • While [not] in siege mode: Activates while the Siege Tank's Siege maneuver is [not] active
  • Skill Modifiers
    • Damage Received: Modifies all damage taken from bullets.
    • Camera View: Zooms out (positive) or zooms in (negative) the camera, modifying how much the player can see at once.
    • XP Gain: Modifies how much XP is awarded by slain enemies (subject to hard caps on XP gain).
    • [Secondary/Maneuver] Steam Cost: Modifies how much Steam is required to use one's [Secondary/Maneuver].
    • Range: Modifies the bullet lifetime of the character's Primary Weapon. Has no effect on Gun Mounts from other sources.
    • Bullet Speed: Modifies the bullet speed of the character's Primary Weapon (which indirectly modifies weapon range).
    • Ammo: Modifies the number of bullets stored in the character's Gun Mounts. Has no effect on Gun Mounts granted by Pilot Skills (?).
    • Cooldown: Modifies the reload time of the character's Primary Weapon. Has no effect on Gun Mounts from other sources.
    • RoF: Modifies the fire rate of the character's Primary Weapon. Has no effect on Gun Mounts from other sources.
    • Secondary Damage: Modifies damage done by the character's Secondary.
    • Secondary Cooldown: Modifies time required for the character's Secondary to come off cooldown after each activation.
    • Main Gun Damage: Modifies damage done by the character's Primary Weapon.
  • Pilot Point
    • Points used to learn and upgrade Pilot Skills. Each Pilot Rank gained grants 1 Pilot Point.
  • Pilot Rank
    • A representation of the amount of experience accumulated over the lifetime of an account on all characters that have been shot down.
  • Pilot Skills
    • The primary progression system in Steambirds Alliance. See Skills for more details.