Damage chart (no ontology)
From Mazeworld
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*'''Sharp-type''' | *'''Sharp-type''' | ||
*'''Piercing-type''' | *'''Piercing-type''' | ||
- | *'''Explosive-type''' - This damage type is able to do '''splash damage''', meaning that Pain | + | *'''Explosive-type''' - This damage type is able to do '''splash damage''', meaning that [[Pain]] and [[Limb damage]] are dealt to all things on the same side as the target. It includes [[encounters]] and [[cover]]. |
*'''Bullet-type''' - No clothing proofs exist against this damage type. Always deals 0.01 dmg per hit to non-[[Secondary effect#Clothing style|bullet-proof]] clothes. Certain types of [[Maze Customs|armor piercing]] ammunition may deal 0.02 dmg instead. | *'''Bullet-type''' - No clothing proofs exist against this damage type. Always deals 0.01 dmg per hit to non-[[Secondary effect#Clothing style|bullet-proof]] clothes. Certain types of [[Maze Customs|armor piercing]] ammunition may deal 0.02 dmg instead. | ||
*'''Special''' - 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. | *'''Special''' - 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. |
Revision as of 23:39, 26 November 2013
Example damage chart, to understand the meanings of the abbreviations and terms used.
Type | Unarm. | Light | Hardskin | Kevlar-2 | Kevlar-3 | Kevlar-4 | HEV |
Bullet | 100% | 100% | 80% | 70% | 45% | 25% | 4% |
Type = Damage type.
- Blunt-type - This damage type never benefits from the 5x headshot multiplier.
- Sharp-type
- Piercing-type
- Explosive-type - This damage type is able to do splash damage, meaning that Pain and Limb damage are dealt to all things on the same side as the target. It includes encounters and cover.
- Bullet-type - No clothing proofs exist against this damage type. Always deals 0.01 dmg per hit to non-bullet-proof clothes. Certain types of armor piercing ammunition may deal 0.02 dmg instead.
- Special - 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.
Various subcategories of Special-type damage exist, each with their effects:
- Special-type - The plain version. Always deals 1 dmg to clothing.
- Spec-Fire - Such attacks can set on fire its targets, unless they are fire-retardant or somehow immune to fire. (Damage by Pain still applies even if the attack fails to set on fire.)
- Spec-Ice - Such attacks are Frost attacks.
- Spec-Elec - Such attacks cause After-shocks. Certain attacks can also cause stunning.
- Spec-Aqua - Such attacks cause Water-fills. Such attacks may also immediately put out fires, removing the "Set on fire" effect instantly.
- Spec-Acid - Such attacks cause Acid degradation.
Unarm. = Unarmored, also known as Naked AC
Light = Light, clothing-level protection
Hardskin = Hard skin-grade protection
Kevlar-x = Type x Kevlar-grade protection - either 2, 3 or 4
HEV = HEV Suit-grade protection.
Deadly = Assured kill
Destructive = Severely damaging hit, between 70 and 99% Pain
Threatening = Highly damaging hit, between 40 and 69% Pain
Damaging = Damaging hit, between 6 and 39% Pain
Negligible = Negligible damage or immunity, 5% Pain and under
Data provided on torso hits - please read gameplay mechanics for more info on other body areas.