Damage chart (no ontology)

From Mazeworld

(Difference between revisions)
m
 
(17 intermediate revisions not shown)
Line 2: Line 2:
{|
{|
-
| '''Type'''
+
| Damage type
-
| Unarm.
+
| [[Limb Damage|LDV]]
-
| Light
+
| <span style="color: white">C1</span>
-
| Hardskin
+
| <span style="color: #AAAAAA">C2</span>
-
| Kevlar-2
+
| <span style="color: #666666">C3</span>
-
| Kevlar-3
+
| <span style="color: cyan">A1</span>
-
| Kevlar-4
+
| <span style="color: #00FF00">A2</span>
-
| HEV
+
| <span style="color: yellow">A3</span>
 +
| <span style="color: orange">A4</span>
 +
| <span style="color: red">A5</span>
|-
|-
-
| '''Bullet'''
+
| '''damage type'''
-
| <span style="color: red">100%</span>
+
| '''+2'''
-
| <span style="color: red">100%</span>
+
| 77%
-
| <span style="color: yellow">80%</span>
+
| 66%
-
| <span style="color: yellow">70%</span>
+
| 55%
-
| <span style="color: green">45%</span>
+
| 44%
-
| 25%
+
| 33%
-
| <span style="color: white">4%</span>
+
| 22%
 +
| 11%
 +
| 1%
|}
|}
-
'''Type''' = Damage type.
+
* LDV is short for [[Limb Damage]] Value.
 +
* C1-C3 and A1-A5 refer to [[Protection chart|Armor Class]].
 +
* The percentage values refer to the amount of [[Pain]] sustained by a target with that Armor Class (barring any other modifiers)
-
*'''Blunt hit''' - This damage type does not benefit from the [[Gameplay mechanics|5x headshot multiplier.]]
+
Damage types:
-
*'''Sharp hit'''
+
*'''Blunt-type'''
-
*'''Piercing hit'''
+
*'''Sharp-type'''
-
*'''Explosive''' - This damage type is able to do '''splash damage''', which, depending on the distance between the explosion and the target, serves as a multiplier of damage received.
+
*'''Piercing-type'''
-
*'''Bullet''' - This damage type is NOT affected by '''clothing and armor proofs'''
+
*'''Explosive-type''' - Special, see [[Explosives rules]].
-
*'''Special''' - This damage type is NOT affected by '''proofs''' NOR '''armor class''' (it always deals '''the same amount''' of damage)
+
*'''Bullet-type''' - No clothing proofs exist against this damage type.
 +
** [[Trauma plates]] may negate clothing damage from Bullet-type hits. See the article for more info.
-
Unarm. = Unarmored, also known as Naked AC<br />
+
*''Special'' family: No clothing proofs exist against this damage type. Damage '''is almost always the same across all Armor Classes''', making such attacks typically very dangerous due to their flat damage curve.
-
Light = Light, clothing-level protection<br />
+
**'''Special''' - The plain version.
-
Hardskin = Hard skin-grade protection<br />
+
**'''Spec-Fire''' - Such attacks can [[Secondary effect#Elemental|set on fire]] its targets, unless they have [[Secondary effect#Clothing style|fire-retardant clothes]] or are naturally immune to fire. (Damage by Pain still applies even if the attack fails to set on fire.)
-
Kevlar-x = Type x Kevlar-grade protection - either [[type 2 kevlar vest|2]], [[type 3 kevlar vest|3]] or [[type 4 kevlar vest|4]]<br />
+
**'''Spec-Ice''' - Such attacks are [[Secondary effect#Elemental|Frost attacks]].
-
HEV = [[HEV Suit]]-grade protection.
+
**'''Spec-Elec''' - Such attacks cause [[Secondary effect#Elemental|After-shocks]].
-
 
+
**'''Spec-Aqua''' - Such attacks cause [[Secondary effect#Elemental|Water-fills]].
-
<span style="color: red">Deadly</span> = Assured [[Death|kill]]<br />
+
**'''Spec-Acid''' - Such attacks cause [[Secondary effect#Elemental|Acid degradation]].
-
<span style="color: yellow">Destructive</span> = Severely damaging hit, between 70 and 99% [[Pain]]<br />
+
-
<span style="color: green">Threatening</span> = Highly damaging hit, between 40 and 69% Pain<br />
+
-
Damaging = Damaging hit, between 6 and 39% Pain<br />
+
-
<span style="color: white">Negligible</span> = Negligible damage or immunity, 5% Pain and under<br />
+
-
Data provided on torso hits - please read [[Gameplay mechanics|gameplay mechanics]] for more info on other body areas.
+
== See also ==
== See also ==
*[[Protection chart]]
*[[Protection chart]]
*[[Gameplay mechanics]]
*[[Gameplay mechanics]]

Latest revision as of 03:01, 17 January 2019

Example damage chart, to understand the meanings of the abbreviations and terms used.

Damage type LDV C1 C2 C3 A1 A2 A3 A4 A5
damage type +2 77% 66% 55% 44% 33% 22% 11% 1%
  • LDV is short for Limb Damage Value.
  • C1-C3 and A1-A5 refer to Armor Class.
  • The percentage values refer to the amount of Pain sustained by a target with that Armor Class (barring any other modifiers)

Damage types:

  • Blunt-type
  • Sharp-type
  • Piercing-type
  • Explosive-type - Special, see Explosives rules.
  • Bullet-type - No clothing proofs exist against this damage type.
    • Trauma plates may negate clothing damage from Bullet-type hits. See the article for more info.
  • Special family: No clothing proofs exist against this damage type. Damage is almost always the same across all Armor Classes, making such attacks typically very dangerous due to their flat damage curve.

See also