{result.weaponLabel}

{result.weaponName}

{result.status === 'complete' ? 'CALCULATED' : 'INSUFFICIENT DATA'}
{#if result.status === 'insufficient'}
OUTPUT BLOCKED {systemRequirements[0] ?? `${loadoutRequirementCount} loadout requirement${loadoutRequirementCount === 1 ? '' : 's'}`} {loadoutRequirementCount ? `${loadoutRequirementCount} loadout requirement${loadoutRequirementCount === 1 ? '' : 's'} remain. ${resolverHint}` : resolverHint}
{:else}
BODY HIT{format(result.bodyHit)}CRITICAL BODY{format(result.criticalBodyHit)} HEADSHOT{format(result.headshot)}CRITICAL HEADSHOT{format(result.criticalHeadshot)}
BURST DPS{format(result.burstDps)}SUSTAINED DPS{format(result.sustainedDps)}ENCOUNTER DPS{format(result.encounterDps)}
{#if result.effectSummaries?.length}
CONDITIONAL STACK TELEMETRY{result.effectSummaries.length} EFFECTS
{#each result.effectSummaries as effect}
{effect.name} {effect.mode.toUpperCase()} AVG {effect.averageStacks.toFixed(1)} / {effect.maxStacks} PEAK {effect.maxStacksReached} · END {effect.stacksAtEnd} {(effect.uptimePercent ?? 0).toFixed(0)}% UPTIME · {effect.activationCount ?? 0} PROCS {effect.mode === 'off' ? 'EXCLUDED' : effect.buildUpSeconds === null ? 'MAX NOT REACHED' : `MAX IN ${effect.buildUpSeconds.toFixed(1)}s`} {effect.maintained ? 'MAINTAINED' : 'NOT MAINTAINED'}
{/each}
{/if} {/if} {#if result.status === 'complete'}{/if}