Difference between revisions of "Damage (EU2012)"

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==Damage System (Theory)==
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==Damage System==
* Regarding the different numbers seen in the Armory info and the actual game values, the theory is that the base damage range can vary, i.e. a weapon listed with a 9 damage can vary between 8 and 10 and you see the maximum damage before firing.  
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* Regarding the different numbers seen in the Armory info and the actual game values, the theory is that the Base '''Damage''' range can vary, i.e. a weapon listed with a 9 damage can vary between 8 and 10 and you see the Maximum Damage listed onscreen before firing.  
 
* How the critical damage is applied isn't clear/proven. The model below assumes that there are separate rolls, 1 for normal damage, then it is added the value of another roll for critical damage, which are then added.  
 
* How the critical damage is applied isn't clear/proven. The model below assumes that there are separate rolls, 1 for normal damage, then it is added the value of another roll for critical damage, which are then added.  
* The other model is that the maximum damage for a critical hit is the one listed but that doesn't fit with actual combat results, since there are examples of Heavy Plasmas dealing 16 damage to a flanked soldier or a Plasma Sniper Rifle dealing 22 damage to a Sectopod.  
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* The other model is that the maximum damage applied after a hit is the one listed as maximum critical damage but that doesn't fit with actual combat results, since there are examples of Heavy Plasmas dealing 16 damage to a flanked soldier or a Plasma Sniper Rifle dealing 22 damage to a Sectopod.  
* Based on this model, the tables below indicate how many shots (Base or Critical) are usually required to take down the aliens.
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* In addition, there are also specific Class perks that can increase Damage (both Base and Crit), such as Gunslinger (Sniper), Mayhem & Shredder Rocket & HEAT Ammo (Heavy), Bring 'Em On & Killer Instinct (Assault).
* BASE = alien can be killed with 1 shot; CRIT = alien requires either 2 normal shots or 1 critical hit with usually maximum critical damage.  
 
  
==Normal Weapons Kill Table==
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==Weapons Kill Table==
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* Based on the above model, the tables below indicate how many shots (Base or Critical) are usually required to take down the aliens.
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* BASE = alien can be killed with 1 shot dealing average (non-critical) damage
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* CRIT = alien requires either 2 base shots or 1 critical hit with close to maximum critical damage.
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===Normal===
 
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==Classic Weapons Kill Table==
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===Classic===
 
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==Impossible Weapons Kill Table==
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===Impossible (incomplete)===
 
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== Back To ==
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* [[Gameplay_Mechanics_(EU2012)|Gameplay Mechanics]]
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* [[Enemy_Unknown_(EU2012)| Back to Main Page]]
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]

Revision as of 13:44, 18 November 2012

Damage System

  • Regarding the different numbers seen in the Armory info and the actual game values, the theory is that the Base Damage range can vary, i.e. a weapon listed with a 9 damage can vary between 8 and 10 and you see the Maximum Damage listed onscreen before firing.
  • How the critical damage is applied isn't clear/proven. The model below assumes that there are separate rolls, 1 for normal damage, then it is added the value of another roll for critical damage, which are then added.
  • The other model is that the maximum damage applied after a hit is the one listed as maximum critical damage but that doesn't fit with actual combat results, since there are examples of Heavy Plasmas dealing 16 damage to a flanked soldier or a Plasma Sniper Rifle dealing 22 damage to a Sectopod.
  • In addition, there are also specific Class perks that can increase Damage (both Base and Crit), such as Gunslinger (Sniper), Mayhem & Shredder Rocket & HEAT Ammo (Heavy), Bring 'Em On & Killer Instinct (Assault).

Weapons Kill Table

  • Based on the above model, the tables below indicate how many shots (Base or Critical) are usually required to take down the aliens.
  • BASE = alien can be killed with 1 shot dealing average (non-critical) damage
  • CRIT = alien requires either 2 base shots or 1 critical hit with close to maximum critical damage.


Normal

Weapon Base Damage Crit Damage Critical Chance Maximum Damage (Base + Crit)? Sectoid
Thin Man
Outsider
Drone
Floater Muton
Chryssalid
Zombie
Sectoid Commander
Heavy Floater Muton Elite Cyberdisk Bezerker
Ethereal
Sectopod
3 4 8 10 12 14 16 20 30
Pistol 1 1 0 2
Laser Pistol
Laser Pistol (I)
2 3 10
30
5 CRIT CRIT
Laser Pistol (I & III) 3 3 30 6 BASE CRIT
Plasma Pistol
Assault Rifle
Plasma Pistol (I)
3 4 0
10
20
7 BASE CRIT
Plasma Pistol (I & III) 4 4 20 8 BASE BASE CRIT
LMG
Sniper Rifle
Shotgun
4 6 0
25
20
10 BASE BASE CRIT CRIT
Laser Rifle
Plasma Light Rifle
5 7 10 12 BASE BASE BASE CRIT CRIT
Heavy Laser
Laser Sniper Rifle
Laser Scatter
6 9 10
30
20
15 BASE BASE BASE CRIT CRIT CRIT
Plasma Rifle 7 10 10 17 BASE BASE BASE CRIT CRIT CRIT CRIT
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
9 13 10
35
20
22 BASE BASE BASE BASE CRIT CRIT CRIT CRIT

Classic

Weapon Base Damage Crit Damage Critical Chance Maximum Damage (Base + Crit)? Sectoid Thin Man
Floater
Outsider
Drone
Chryssalid Muton
Zombie
Heavy Floater
Muton Elite
Sectoid Commander
Cyberdisk
Bezerker
Ethereal
Sectopod
3 4 5 8 10 14 20 30
Pistol 1 1 0 2
Laser Pistol
Laser Pistol (I)
2 3 10
30
5 CRIT CRIT CRIT
Laser Pistol (I & III) 3 3 30 6 BASE CRIT CRIT
Plasma Pistol
Assault Rifle
Plasma Pistol (I)
3 4 0
10
20
7 BASE CRIT CRIT
Plasma Pistol (I & III) 4 4 20 8 BASE BASE CRIT CRIT
LMG
Sniper Rifle
Shotgun
4 6 0
25
20
10 BASE BASE CRIT CRIT CRIT
Laser Rifle
Plasma Light Rifle
5 7 10 12 BASE BASE BASE CRIT CRIT
Heavy Laser
Laser Sniper Rifle
Laser Scatter
6 9 10
30
20
15 BASE BASE BASE CRIT CRIT
Plasma Rifle 7 10 10 17 BASE BASE BASE CRIT CRIT CRIT
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
9 13 10
35
20
22 BASE BASE BASE BASE CRIT CRIT CRIT

Impossible (incomplete)

Weapon Base Damage Crit Damage Critical Chance Maximum Damage (Base + Crit)? Sectoid Outsider Thin Man
Floater
Drone Chryssalid Muton
Zombie
Sectoid Commander Heavy Floater Muton Elite Cyberdisk Bezerker
Ethereal
Sectopod
4 5 6 7 8 10 14 16 18 20 25 30
Pistol 1 1 0 2
Laser Pistol
Laser Pistol (I)
2 3 10
30
5 CRIT CRIT CRIT
Laser Pistol (I & III) 3 3 30 6 CRIT CRIT CRIT
Plasma Pistol
Assault Rifle
Plasma Pistol (I)
3 4 0
10
20
7 CRIT CRIT CRIT CRIT
Plasma Pistol (I & III) 4 4 20 8 BASE CRIT CRIT CRIT CRIT
LMG
Sniper Rifle
Shotgun
4 6 0
25
20
10 BASE BASE CRIT CRIT CRIT
Laser Rifle
Plasma Light Rifle
5 7 10 12 BASE BASE BASE CRIT CRIT
Heavy Laser
Laser Sniper Rifle
Laser Scatter
6 9 10
30
20
15 BASE BASE BASE CRIT CRIT
Plasma Rifle 7 10 10 17 BASE BASE BASE CRIT CRIT CRIT
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
9 13 10
35
20
22 BASE BASE BASE BASE CRIT CRIT CRIT

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