User:Dr. Clayton Forrestor/Glossary of (un)familiar terms

drop your term here and someone will define it.

shotty: shotgun

DPS: damage per second

proc: Proc is a common term used primarily in game programming to refer to an event - a "procedure" - triggered under particular circumstances.

stack: end result is additive (+150% critical damage from sniper rifle stacks with mordecai's +6% critical damage from deadly skill)

DOT: damage over time

area of effect: "splash damage" non-point focal damage over area

FPRPG: first person role playing game

Flinch: is when you shoot an enemy and they temporarily stop, like how shooting a charging Badass Psycho enough can make it stop for a moment.

Non-Trigger Damage: bullet and rocket damage only, not elemental (proc:see above) damage. directed damage not involving DOT or area of effect. this term was made up by a user for use on his/her forum and should in no way be considered a gaming term

Accuracy Recovery: this is the time it takes your sights to stop wavering and give you an _accurate_ sight picture.

construct: a weapon/item put together in WT so that it is legit however it has all parts geared for a purpose (damage, tech, ROF, recharge, regen, power)

WT: Willowtree

ROF: Rate of fire

namespace: user namespace

mainspace: main namespace

speedloader: the half/full moon clips depicted in the game, used to load revolver, shotgun and sniper cylinders.

clip: incorrectly used to replace magazine. unfortunately due to the ignorance rule it is more widely used and must be trained out of initiates into the military, arms and/or munitions industries and those choosing to speak coherently. (does gearbot actually use the words "clip size" for magazine size?)

The Fudd: the seeming dance performed by players sorting through craw or loot-n-the-box drops. slowly moving, weapon in hand, looking down or directly ahead. "be vewy kwyette, im hunting ___"

aggro: short for aggravate, is an internal measurement for how much of a threat the AI considers an individual player to be. The more aggro a player holds, the more highly that player will be prioritized for attacks and skill usage by the AI. Commonly misused instead of the term "pull" (i.e. aggro that enemy = pull that enemy).

kite: staying at a distance, using ranged attacks, and running whenever the enemy comes near. the player doing the kiting leads the enemy around.