Damage chart (no ontology)
From Mazeworld
Revision as of 12:29, 4 June 2015 by SU Tempest (Talk | contribs)
Example damage chart, to understand the meanings of the abbreviations and terms used.
Damage type | C1 | C2 | C3 | A1 | A2 | A3 | A4 | A5 |
(name)-type | 77% | 66% | 55% | 44% | 33% | 22% | 11% | 1% |
- Blunt-type - This damage type never benefits from the headshot 5x Pain 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 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.
- Special - 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.