Damage chart (no ontology)
From Mazeworld
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*'''Piercing-type''' | *'''Piercing-type''' | ||
*'''Explosive-type''' - Special, see [[Explosives rules]]. | *'''Explosive-type''' - Special, see [[Explosives rules]]. | ||
- | *'''Bullet-type''' - No clothing proofs exist against this damage type. | + | *'''Bullet-type''' - No clothing proofs exist against this damage type. Deals variable damage, unless clothing is [[Secondary effect#Clothing style|bullet-proof]]. Certain types of [[Maze Customs|armor piercing]] ammunition may ignore the bullet-proof trait. |
+ | ** Bullet-type clothing damage formula: '''0.1 + (Limb Damage dealt / 10) = Total clothing damage'''. | ||
+ | ** [[Trauma plates]] may negate clothing damage from Bullet-type hits. See the article for more info. | ||
*'''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. | ||
Various subcategories of Special-type damage exist, each with their effects: | Various subcategories of Special-type damage exist, each with their effects: |
Revision as of 00:52, 9 May 2015
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 - Special, see Explosives rules.
- Bullet-type - No clothing proofs exist against this damage type. Deals variable damage, unless clothing is bullet-proof. Certain types of armor piercing ammunition may ignore the bullet-proof trait.
- Bullet-type clothing damage formula: 0.1 + (Limb Damage dealt / 10) = Total clothing damage.
- Trauma plates may negate clothing damage from Bullet-type hits. See the article for more info.
- 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 - x being a number which can be 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.