Damage chart (no ontology)

From Mazeworld

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{|
{|
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| '''Type'''
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| Damage type
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| Unarm.
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| [[Limb Damage|LDV]]
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| Light
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| <span style="color: white">C1</span>
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| Hardskin
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| <span style="color: #AAAAAA">C2</span>
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| Kevlar-2
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| <span style="color: #666666">C3</span>
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| Kevlar-3
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| <span style="color: cyan">A1</span>
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| Kevlar-4
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| <span style="color: #00FF00">A2</span>
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| HEV
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| <span style="color: yellow">A3</span>
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| <span style="color: orange">A4</span>
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| <span style="color: red">A5</span>
|-
|-
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| '''Bullet'''
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| '''damage type'''
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| <span style="color: red">100%</span>
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| '''+2'''
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| <span style="color: red">100%</span>
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| 77%
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| <span style="color: yellow">80%</span>
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| 66%
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| <span style="color: yellow">70%</span>
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| 55%
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| <span style="color: green">45%</span>
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| 44%
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| 25%
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| 33%
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| <span style="color: white">4%</span>
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| 22%
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| 11%
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| 1%
|}
|}
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'''Type''' = Damage type.
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* LDV is short for [[Limb Damage]] Value.
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* C1-C3 and A1-A5 refer to [[Protection chart|Armor Class]].
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* The percentage values refer to the amount of [[Pain]] sustained by a target with that Armor Class (barring any other modifiers)
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*'''Blunt-type''' - This damage type never benefits from the [[Gameplay mechanics|5x headshot multiplier.]]
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Damage types:
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*'''Blunt-type'''
*'''Sharp-type'''
*'''Sharp-type'''
*'''Piercing-type'''
*'''Piercing-type'''
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*'''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]].
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*'''Explosive-type''' - Special, see [[Explosives rules]].
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*'''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 ignore the bullet-proof trait.
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*'''Bullet-type''' - No clothing proofs exist against this damage type.
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*'''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.
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** [[Trauma plates]] may negate clothing damage from Bullet-type hits. See the article for more info.
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Various subcategories of Special-type damage exist, each with their effects:
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*'''Special-type''' - The plain version. Always deals 1 dmg to clothing.
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*'''Spec-Fire''' - Such attacks can [[Secondary effect#Elemental|set on fire]] its targets, unless they are [[Secondary effect#Clothing style|fire-retardant]] or somehow immune to fire. (Damage by Pain still applies even if the attack fails to set on fire.)
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*'''Spec-Ice''' - Such attacks are [[Secondary effect#Elemental|Frost attacks]].
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*'''Spec-Elec''' - Such attacks cause [[Secondary effect#Elemental|After-shocks]]. Certain attacks can also cause '''stunning'''.
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*'''Spec-Aqua''' - Such attacks cause [[Secondary effect#Elemental|Water-fills]]. Such attacks may also immediately put out fires, removing the "Set on fire" effect instantly.
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*'''Spec-Acid''' - Such attacks cause [[Secondary effect#Elemental|Acid degradation]].
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Unarm. = Unarmored, also known as Naked AC<br />
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*''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.
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Light = Light, clothing-level protection<br />
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**'''Special''' - The plain version.
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Hardskin = Hard skin-grade protection<br />
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**'''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.)
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Kevlar-x = Type x Kevlar-grade protection - x being a number which can be 2, 3 or 4.<br />
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**'''Spec-Ice''' - Such attacks are [[Secondary effect#Elemental|Frost attacks]].
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HEV = [[HEV Suit]]-grade protection.
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**'''Spec-Elec''' - Such attacks cause [[Secondary effect#Elemental|After-shocks]].
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**'''Spec-Aqua''' - Such attacks cause [[Secondary effect#Elemental|Water-fills]].
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<span style="color: red">Deadly</span> = Assured [[Death|kill]]<br />
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**'''Spec-Acid''' - Such attacks cause [[Secondary effect#Elemental|Acid degradation]].
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<span style="color: yellow">Destructive</span> = Severely damaging hit, between 70 and 99% [[Pain]]<br />
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<span style="color: green">Threatening</span> = Highly damaging hit, between 40 and 69% Pain<br />
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Damaging = Damaging hit, between 6 and 39% Pain<br />
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<span style="color: white">Negligible</span> = Negligible damage or immunity, 5% Pain and under<br />
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Data provided on torso hits - please read [[Gameplay mechanics|gameplay mechanics]] for more info on other body areas.
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== 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