Damage (Apocalypse)

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This page explains how damage works in X-COM: Apocalypse.

Damage rolls

Projectile weapons, if they hit, do 50-150% of rated damage to whatever they hit. Explosions do not roll damage - what it says is what you take (after adjustment for distance from epicentre).

What do projectile explosives (Auto Cannon, Heavy Launcher, etc.) do? Both. First the shot hits something, doing 50-150% of rated damage to whatever it hit, and then the explosion occurs, doing 100% of rated damage at the epicentre. This is why the Dimension Missile can pop shields in one shot despite "only" doing 110 damage; if it hits you, then you're actually taking 55-165 + 110 (whereas a Vortex Mine will always inflict 150 at ground zero, not enough to pop a shield). Note that these are separate instances of damage, so armour applies to each "hit" separately and a soldier can potentially take two critical wounds from being shot with one (one from the impact and one from the explosion).

Explosions

Explosion power is reduced, per tile away from ground zero, by the "depletion rate" stat (which is coded for each weapon in the executable, alongside the various other parameters that define a weapon). The visual size of the fireball is not related to how far damage spreads (the latter is usually more). All explosives have very similar safe distances, regardless of their power, because larger explosives have higher depletion rates.

Explosive Rated Damage Depletion Rate Safe Distance
AP Grenade 56 7 8
Proximity Mine 75 9 9
High Explosive 120 15 8
Auto Cannon HE 33 4 9
Heavy Launcher HE 90 11 9
MiniLauncher HE 40 5 8
Boomeroid 70 9 8
Dimension Missile 110 14 8
Vortex Mine 150 19 8
Megaspawn Launcher 100 13 8

Of course, since explosion damage is reduced by armour, you can frequently stand *much* closer than this without taking actual health damage (though you'll still take armour damage).