Damage Modifiers
A damage modifier is a percentage value that alters base damage when calculating damage. Other ways to interpret this include damage multiplier, damage susceptibility, damage resistance, damage vulnerability, etc.
Every unit in the game is assigned an armour class, with each class containing a table of modifiers that determine how well it absorbs the various damage types.
The damage percentages start at 100% for unaltered damage. Values over 100% indicate more damage will be taken, while values under 100% mean less damage is taken.
Susceptible to...
Ammo Type | Damage Modifier Category | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
T+I | Hu+ | PA1 | PS | Tnk | Snk | Eth | Mut | Sil | Chr | Rea | Sec | Cyb | Zom | |
Armour Piercing | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 60 | 100 | 100 | 100 | 100 | 80 | 60 |
Incendiary | 100 | 100 | 80 | 0 | 40 | 70 | 70 | 100 | 0 | 80 | 170 | 100 | 100 | 100 |
High-Explosive | 100 | 100 | 100 | 100 | 75 | 100 | 100 | 100 | 130 | 100 | 100 | 80 | 60 | 80 |
Laser | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 150 | 100 | 70 |
Plasma | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 80 | 100 | 70 |
Stun | 100 | 100 | 90 | 80 | 1002 | 100 | 80 | 100 | 100 | 90 | 100 | 100 | 100 | 0 |
Melee | 100 | 120 | 100 | 100 | 90 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Acid Spit | 100 | 160 | 110 | 100 | 40 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
1 Personal Armor is completely immune from fire damage. Due to a bug in the unit spawn routine, Personal Armor is treated as Power Armor in combat.
2 Tanks cannot be stunned.
Column | Modifier Index | Unit Type(s) |
---|---|---|
T+I | 00 / x00 | Terrain and items. |
Hu+ | 01 / x01 | Unarmored Soldiers, Civilians, Sectoids, Celatids and Floaters. |
PA | 02 / x02 | Personal Armor. |
PS | 03 / x03 | Power and Flying Suits. |
Tnk | 04 / x04 | Tanks and Hovertanks. |
Snk | 05 / x05 | Snakemen. |
Eth | 06 / x06 | Ethereals. |
Mut | 07 / x07 | Mutons. |
Sil | 08 / x08 | Silacoids. |
Chr | 09 / x09 | Chryssalids. |
Rea | 10 / x0A | Reapers. |
Sec | 11 / x0B | Sectopods. |
Cyb | 12 / x0C | Cyberdiscs. |
Zom | 13 / x0D | Zombies. |
To summarize re: the all important X-COM armor:
- AP, HE, Laser, and Plasma: All types of X-COM armor have full/normal (100%) susceptibility to these types of damage
- Stun: Personal Armor has 90% susceptibility to stun, while Power/Flying Suits have 80% to stun. (Less than 100% is better.)
- Incendiary: Personal, Power, and Flying Armor are completely resistant to Incendiary.
Everything's 100% except the following:
Vulnerable to...
Incendiary: Reaper 170% High-Explosive: Silacoid 130% Laser: Sectopod 150% Melee: Unarmoured Soldier 120% Civilian 120% Sectoid 120% Celatid 120% Floater 120% Celatid Acid Spit: Unarmoured Soldier 160% Civilian 160% Sectoid 160% Celatid 160% Floater 160% Personal Armour 110%
Resistant to...
Armour-Piercing: Cyberdisc 80% Muton 60% Zombie 60% Incendiary: Chryssalid 80% Ethereal 70% Snakeman 70% Tanks 40% Personal Armour 0% Power Suit 0% Flying Suit 0% Silacoid 0% High-Explosive: Sectopod 80% Zombie 80% Tanks 70% Cyberdisc 60% Laser: Zombie 70% Plasma: Sectopod 80% Zombie 70% Stun: Personal Armour 90% Chryssalid 90% Power Suit 80% Flying Suit 80% Ethereal 80% Zombie 0% Tanks 0% Melee: Tanks 90% Celatid Acid Spit: Tanks 40%