Damage chart (no ontology)
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Revision as of 16:30, 10 March 2017 by SU Tempest (Talk | contribs)
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 - This damage type never benefits from the headshot Pain multiplier.
- Sharp-type
- Piercing-type
- Explosive-type - Special, see Explosives rules.
- Bullet-type - No clothing proofs exist against this damage type. Deals 0.1 damage per hit, unless clothing is bullet-proof.
- 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.