Difference between revisions of "Damage (LWR)"

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=== Complete Damage Formula ===
 
=== Complete Damage Formula ===
  
<code>'''Damage Taken''' = (([((('''Weapon Damage''' + '''Barrel Modifiers''') * '''Crit Dmg''') * Randomization ) + '''Target Modifiers'''] - '''Flat DR''') * (1 - '''Percent DR''') + '''Penetration''')</code>
+
<code>'''Damage Taken''' = ([(('''Weapon Damage''' + '''Barrel Modifiers''') <-- Randomization ) * '''Target Modifiers'''] * (1 - '''Percent DR''') + '''Penetration''')</code>
  
This can be broken down into 5 categories: Weapon Damage, Barrel Damage, Travel Damage, Damage Dealt, and finally Damage Taken.
+
This can be broken down into 5 categories:  
  
Each category represents a section of the damage calculation:
+
'''1) Weapon Damage''' = Weapon Damage
  
[[File:Damageformula.png]]
+
'''2) Barrel Damage''' = Weapon Damage + Barrel Modifiers
 +
 
 +
'''3) Travel Damage''' = Barrel Damage is Randomized (and for explosives fall off is then calculated)
 +
 
 +
'''4) Damage Dealt''' = Travel Damage * Target Modifiers (include crit)
 +
 
 +
'''5) Damage Taken/Received ''' = Damage Dealt * (1 - DR/100) + Penetration
 +
 
 +
Each category represents a section of the damage calculation (as explained below).
  
 
=== Weapon Damage ===
 
=== Weapon Damage ===
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<code>'''Barrel Damage''' = (('''Weapon Damage''' + '''Barrel Modifiers''')</code>
 
<code>'''Barrel Damage''' = (('''Weapon Damage''' + '''Barrel Modifiers''')</code>
  
Damage from the barrel is: '''Weapon Damage''' + '''Barrel Modifiers''' (e.g. ranger, alloy-jacketed rounds, etc.). It is truncated after calculation. Some '''Barrel Modifiers''' give straight damage (e.g. +1 damage) and others give damage based on the weapon damage (e.g. +50% weapon damage). These are all summed together. For example, a sniper with ranger (+1 damage), mayhem (+90% weapon damage), and a sniper rifle (6 weapon damage) would have a barrel damage of 6 + 1 + 5 = 12.
+
Damage from the barrel is: '''Weapon Damage''' + '''Barrel Modifiers''' (e.g. ranger, alloy-jacketed rounds, burst etc.). It is truncated after calculation. Some '''Barrel Modifiers''' give straight damage (e.g. +1 damage) and others give damage based on the weapon damage (e.g. +50% weapon damage). These are all summed together. For example, a sniper with ranger (+1 damage), mayhem (+50% weapon damage), and a sniper rifle (6 weapon damage) would have a barrel damage of 6 + 1 + 3 = 10.
 +
 
 +
Almost anything that modifies '''Weapon Damage''' (e.g. +50% weapon damage) is added as a '''Barrel Modifier'''.
  
 
'''Critical Damage''' flat bonuses (e.g. +1 crit damage) are added as barrel damage, but only if the shot is a critical hit.
 
'''Critical Damage''' flat bonuses (e.g. +1 crit damage) are added as barrel damage, but only if the shot is a critical hit.
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=== Travel Damage ===
 
=== Travel Damage ===
  
<code>'''Travel Damage''' = ('''Barrel Damage''' * '''Crit Dmg''') <-- Randomization</code>
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<code>'''Travel Damage''' = '''Barrel Damage''' is Randomized</code>
  
Travel Damage is basically the Barrel Damage that is modified by Crit and Randomization.
+
Travel Damage is basically the Barrel Damage that is modified by Randomization.
  
After it leaves the barrel and is travelling towards the target, '''Crit Dmg''' of anywhere from 1.0x to 2.0x damage is applied (there is a [[Damage_(LWR)#Low_Damage_Crits|minimum]] boost that affects low damage crits) and then the damage is '''Randomized'''.
+
After it leaves the barrel and is travelling towards the target, the damage is '''Randomized'''.
  
 
For all damage 1-9, the damage is randomized from -1 to +1, with an even chance of being -1, 0, or +1.
 
For all damage 1-9, the damage is randomized from -1 to +1, with an even chance of being -1, 0, or +1.
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The randomization works in integer values so all values are constantly truncated (e.g. If x is 6 then x/10 = 0).
 
The randomization works in integer values so all values are constantly truncated (e.g. If x is 6 then x/10 = 0).
 +
 +
Randomization can occur twice or not at all if certain second wave options are enabled.
 +
 +
==== Critical Hit Randomization ====
 +
 +
If this is a critical hit (from an explosive or a shot), any damage that would be randomized lower than the '''Barrel Damage''' is instead set to the '''Barrel Damage'''.
  
 
=== Damage Dealt (AKA Damage Received) ===
 
=== Damage Dealt (AKA Damage Received) ===
  
<code>'''Damage Dealt''' = '''Travel Damage''' + '''Target Modifiers'''</code>
+
<code>'''Damage Dealt''' = '''Travel Damage''' * '''Target Modifiers'''</code>
  
Once it reaches the targets, '''Target Modifiers''' are applied (In this order: Shredder-> VPT -> CST -> Fragmentation -> Distortion). It is truncated after each calculation.
+
Once it reaches the targets, '''Target Modifiers''' are applied. The first target modifier applied is critical damage. If the shot or explosive rolled a critical hit, the damage is increased by 50%. Other target modifiers also applied include: Shred,  VPT, CST, Graze, Distortion. After each calculation the damage is truncated to an integer.
  
 
This can also be termed '''Damage Received''' (as opposed to Damage Dealt) if being considered from the target's point of view.
 
This can also be termed '''Damage Received''' (as opposed to Damage Dealt) if being considered from the target's point of view.
 +
 +
'''Damage Dealt''' cannot be lower than 1.
  
 
=== Damage Taken ===
 
=== Damage Taken ===
  
<code>'''Damage Taken''' = ('''Damage Dealt''' - '''Flat DR''') * (1 - '''Percent DR''') + '''Penetration'''</code>
+
<code>'''Damage Taken''' = '''Damage Dealt''' * (1 - '''DR/100''') + '''Penetration'''</code>
 +
 
 +
'''Damage Resistance (DR)''' is applied first, then '''Penetration'''. The '''Damage Taken''' is truncated only after all '''DR''' has been removed from the '''Damage Dealt'''. '''Damage Dealt''' cannot be reduced below 1 by Damage Resistance.
 +
 
 +
Every 10 '''Damage Dealt''' against targets increases penetration by 1.  So if the damage taken is 30 damage, an additional 3 penetration will be added to any other forms of penetration.
 +
 
 +
After all penetration is calculated, it is reduced by any penetration resistance.
  
Then '''Damage Resistance (DR)''' is calculated.
+
To calculate total %DR:
  
'''Flat DR''' is applied first, then '''Percent DR''', then '''Penetration'''. The '''Damage Taken''' is truncated only after all '''DR''' has been removed from the '''Damage Dealt'''. '''Damage Dealt''' cannot be reduced below 1 by Damage Resistance.
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Total %DR = 1 - [(1 - DR) * (1 - DR) * (1 - DR) * (1 - DR) * etc. etc.]
  
== Exceptions ==
+
Example of 30% DR and 50% DR and 20% DR:
 +
 
 +
Total %DR = 1 - [(1 - 0.3) * (1 - 0.5) * (1 - 0.2)] = 0.72 = 72% DR
 +
 
 +
Or you can just apply the DRs to damage sequentially.
 +
 
 +
Example: 100 damage shot against someone with 30% DR, 50% DR and 20% DR:
  
=== Low Damage Crits ===
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100 damage with 30% reduced = 70 damage
 +
70 damage with 50% reduced = 35 damage
 +
35 damage with 20% reduced = 28 damage (overall 72% DR)
  
A special exception for critical hits, is that a crit with low '''Barrel Damage''' (1, 2, or 3 damage) will crit for at least 3, 4, or 5 damage, respectively. This is an artificial boost to ensure that even if a player rolls low on the randomization, the crit is always at least as much as the max roll on a non-crit.
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== Exceptions ==
  
 
=== Mins and Maxes ===
 
=== Mins and Maxes ===
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All damage is stored in an integer form, thus it is always being truncated during each step. This means 5.6 becomes 5, 9.1 becomes 9, and 9.9 becomes 9.  
 
All damage is stored in an integer form, thus it is always being truncated during each step. This means 5.6 becomes 5, 9.1 becomes 9, and 9.9 becomes 9.  
  
The exception to this is that '''Damage Resistance''' is not truncated and is removed from damage after both '''Flat DR''' and '''Percent DR''' is calculated.  
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The exception to this is that '''Damage Resistance''' is not truncated and is removed from damage after calculation.  
  
 
So '''Damage Dealt''' is truncated only after all '''DR''' is removed.  
 
So '''Damage Dealt''' is truncated only after all '''DR''' is removed.  
  
This is important, because having '''DR''' NOT truncated until it's removed from the Damage Dealt means that you can have non-integer (i.e. 0.5 DR) forms of '''DR''' be effective.
+
This is important, because having '''DR''' NOT truncated until it's removed from the Damage Dealt means that you can have small amounts of DR (i.e. 2% DR) be effective.
 
 
Example: a 10 damage shot against a unit with 0.1 '''Flat DR''' will have a '''Damage Taken''' of 9. Having both '''Flat DR''' and '''Percent DR''' calculated as total DR before truncation means that minor amounts of both DR will not end up reducing DR by 2.  Example: a 10 damage shot against a unit with 0.1 '''Flat DR''' and 1 '''Percent DR''' will have a '''Damage Taken''' of 9 (it would be 8 if the damage was truncated individually between '''Flat DR''' and '''Percent DR''').
 
  
 
=== Explosive Damage ===
 
=== Explosive Damage ===
  
Each unit damaged by explosive damage has the '''Travel Damage''' reduced based on distance from the center. Damage falls as [half of the distance:radius ratio + 0.5], down to [50% + 0.5] at the periphery. The exception to this is that damage within 1 tile of the center has no fall-off.
+
Each unit damaged by explosive damage has the '''Travel Damage''' reduced based on distance from the center after it is randomized. Damage falls as [half of the distance:radius ratio + 0.5], down to [50% + 0.5] at the periphery. The exception to this is that damage within 1 tile of the center has no fall-off.
  
 
Note: The 0.5 damage is added on explosive fall-off to accommodate for truncation.
 
Note: The 0.5 damage is added on explosive fall-off to accommodate for truncation.
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  Explosive Travel Damage = 0.50 + Travel Damage * (1.0 - FMin[0.50, 0.50 * Distance_to_Target/Radius_of_Explosive])
 
  Explosive Travel Damage = 0.50 + Travel Damage * (1.0 - FMin[0.50, 0.50 * Distance_to_Target/Radius_of_Explosive])
 
</div>
 
</div>
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 +
=== Special Damage Types ===
 +
 +
Both '''Psi Damage''' and '''Neutrino Damage''' have their own methods of determine damage and are not affected by '''Target Modifiers''' or '''Damage Resistance'''.
  
 
== Example Calculations ==
 
== Example Calculations ==
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=== Mental In-Game Calculation ===
 
=== Mental In-Game Calculation ===
  
A soldier with a 3 damage assault carbine and ranger (+1 damage) fires at a drone who has 1 flat DR and 30% DR.   
+
A soldier with a 3 damage assault carbine and ranger (+1 damage) fires at a drone who has 42% DR.   
  
You'd expect it to do 4 damage (range 3-5), minus 1 flat DR down to 3 damage, minus 30% DR down to 2 damage.
+
You'd expect it to do 4 damage (range 3-5), minus 42% DR down to 2 damage.
  
 
=== Detailed Calculation ===
 
=== Detailed Calculation ===
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The '''Assault Rifle''' has 4 '''Weapon Damage''', receives +1 damage as a '''Barrel Modifier''' from '''Ranger''', and has no innate '''Penetration'''.
 
The '''Assault Rifle''' has 4 '''Weapon Damage''', receives +1 damage as a '''Barrel Modifier''' from '''Ranger''', and has no innate '''Penetration'''.
  
The '''Drone''' has 1 '''Flat DR''' and is '''Hardened''' (30 '''Percent DR''').
+
The '''Drone''' is '''Hardened''' (35 '''Percent DR''') and has 10 '''base DR''' for a total of 42% DR.
  
 
The '''Drone''' is not '''Shredded''' and does not have '''Distortion'''. The soldier does not have '''VPT''' or '''CST''', and '''Fragmentation''' does not apply to rifles, so there are no '''Target Modifiers''' to the damage.
 
The '''Drone''' is not '''Shredded''' and does not have '''Distortion'''. The soldier does not have '''VPT''' or '''CST''', and '''Fragmentation''' does not apply to rifles, so there are no '''Target Modifiers''' to the damage.
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The shot does not 'Crit' so '''Crit Dmg''' is 1.0 and the Randomization does not change the value.
 
The shot does not 'Crit' so '''Crit Dmg''' is 1.0 and the Randomization does not change the value.
  
<code>'''Damage Dealt''' = (([((('''Weapon Damage''' + '''Barrel Modifiers''') * '''Crit Dmg''') <-- Randomization ) + '''Target Modifiers'''] - '''Flat DR''') * (1 - '''Percent DR''') + '''Penetration''')</code>
+
<code>'''Damage Dealt''' = ([(('''Weapon Damage''' + '''Barrel Modifiers''') <-- Randomization ) * '''Target Modifiers'''] * (1 - '''Percent DR''') + '''Penetration''')</code>
  
<code>'''Damage Dealt''' = ((((((4 + 1) * 1.0) <-- No Randomization Change) + 0 - 1) * (1 - 0.3) + 0) = 2.8 = 2 '''Damage Taken'''</code>
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<code>'''Damage Dealt''' = (((((4 + 1) * 1.0) + 0) * (1 - 0.42) + 0) = 2.3 = 2 '''Damage Taken'''</code>
  
 
== Environmental Damage ==
 
== Environmental Damage ==
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{| class="wikitable" style="max-width: 600px; text-align:center;"
 
{| class="wikitable" style="max-width: 600px; text-align:center;"
 
|+
 
|+
! style="width: 75%;" | Source
+
! style="width: 75%;" | Weapon Type
! style="width: 25%; padding: 10px 8px 8px 8px;" | XP
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! style="width: 25%; padding: 10px 8px 8px 8px;" | Environmental Damage
|-
 
| style="padding: 5px;" | '''Normal Weapons''' || 3x weapon damage
 
 
|-  
 
|-  
| style="padding: 5px;" | '''MEC, SHIV, Large Alien Weapons''' || 6x weapon damage
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| style="padding: 5px;" | '''Shots''' || 15
 
|-  
 
|-  
| style="padding: 5px;" | '''Explosives''' || 10x weapon damage
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| style="padding: 5px;" | '''Explosives''' || 35
 
|}
 
|}
  
Environmental damage is mostly unaffected by perks and abilities and just considers the weapon's specific environmental damage. However, there are 2 exceptions: Explosives do tapper their environmental damage down to 50% at their periphery (and '''Tandem Warheads''' does prevent this tapper) and '''Sapper''' increases environmental damage fivefold.
+
Environmental damage is mostly unaffected by perks and abilities and just considers the weapon's specific environmental damage. However, there are 2 exceptions: Explosives do tapper their environmental damage down to 50% at their periphery (and '''Tandem Warheads''' does prevent this tapper) and '''Sapper''' increases environmental damage.
  
 
Fire will also cause a lot of environmental damage and can spread. '''Be careful taking cover behind objects that are on fire!'''
 
Fire will also cause a lot of environmental damage and can spread. '''Be careful taking cover behind objects that are on fire!'''
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All objects have a certain amount of HP. The less sturdy the object the less HP it will have. When an object's HP is reduced to 0 or less it will crumple.
 
All objects have a certain amount of HP. The less sturdy the object the less HP it will have. When an object's HP is reduced to 0 or less it will crumple.
  
Most cover has between 30 and 90 HP, based on what they are made of -- stone is tougher than wood, for example. Some map elements are entirely invulnerable and non-cover objects usually have less than 30 HP. Meld Canisters have 3 HP. Vehicles take 250 before catching on fire and 500 will cause them to explode immediately. Examples of the HP of objects can be found in the pictures below. You can set your own game to show the HP of objects by setting the BASE_DAYS_INJURED value to 1 in the DefaultGameCore.ini file.
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Most cover has between 30 and 90 HP, based on what they are made of -- stone is tougher than wood, for example. Some map elements are entirely invulnerable and non-cover objects usually have less than 30 HP. Meld Canisters have 3 HP. Vehicles take 250 before catching on fire and 500 will cause them to explode immediately. Examples of the HP of objects can be found in the pictures below. You can find the HP of an object by pressing "L" when the mouse is hovered on top of an object.
  
 
[[File:Coverhp.png]]
 
[[File:Coverhp.png]]

Latest revision as of 18:28, 26 September 2023

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Damage Calculation

Complete Damage Formula

Damage Taken = ([((Weapon Damage + Barrel Modifiers) <-- Randomization ) * Target Modifiers] * (1 - Percent DR) + Penetration)

This can be broken down into 5 categories:

1) Weapon Damage = Weapon Damage
2) Barrel Damage = Weapon Damage + Barrel Modifiers
3) Travel Damage = Barrel Damage is Randomized (and for explosives fall off is then calculated)
4) Damage Dealt = Travel Damage * Target Modifiers (include crit)
5) Damage Taken/Received  = Damage Dealt * (1 - DR/100) + Penetration

Each category represents a section of the damage calculation (as explained below).

Weapon Damage

This is simply the listed damage of each weapon (for XCOM) or base damage (for aliens). Alien weapon damage increases with alien level and leader upgrades. Weapon Damage can be viewed in-game by pressing F1.

Barrel Damage

Barrel Damage = ((Weapon Damage + Barrel Modifiers)

Damage from the barrel is: Weapon Damage + Barrel Modifiers (e.g. ranger, alloy-jacketed rounds, burst etc.). It is truncated after calculation. Some Barrel Modifiers give straight damage (e.g. +1 damage) and others give damage based on the weapon damage (e.g. +50% weapon damage). These are all summed together. For example, a sniper with ranger (+1 damage), mayhem (+50% weapon damage), and a sniper rifle (6 weapon damage) would have a barrel damage of 6 + 1 + 3 = 10.

Almost anything that modifies Weapon Damage (e.g. +50% weapon damage) is added as a Barrel Modifier.

Critical Damage flat bonuses (e.g. +1 crit damage) are added as barrel damage, but only if the shot is a critical hit.

Travel Damage

Travel Damage = Barrel Damage is Randomized

Travel Damage is basically the Barrel Damage that is modified by Randomization.

After it leaves the barrel and is travelling towards the target, the damage is Randomized.

For all damage 1-9, the damage is randomized from -1 to +1, with an even chance of being -1, 0, or +1.

For all damage 10-19, the damage is randomized from -2 to +2, with an even chance of being -2, -1, 0, +1, or +2.

The same occurs for damage of 20-29, 30-39, etc.

The minimum damage is always at least 1.

The actual formula is: Randomized Damage = Max(1, Damage + Rand[1 + (2 * (1 + Damage / 10))] - (1 + Damage / 10))

The randomization works in integer values so all values are constantly truncated (e.g. If x is 6 then x/10 = 0).

Randomization can occur twice or not at all if certain second wave options are enabled.

Critical Hit Randomization

If this is a critical hit (from an explosive or a shot), any damage that would be randomized lower than the Barrel Damage is instead set to the Barrel Damage.

Damage Dealt (AKA Damage Received)

Damage Dealt = Travel Damage * Target Modifiers

Once it reaches the targets, Target Modifiers are applied. The first target modifier applied is critical damage. If the shot or explosive rolled a critical hit, the damage is increased by 50%. Other target modifiers also applied include: Shred, VPT, CST, Graze, Distortion. After each calculation the damage is truncated to an integer.

This can also be termed Damage Received (as opposed to Damage Dealt) if being considered from the target's point of view.

Damage Dealt cannot be lower than 1.

Damage Taken

Damage Taken = Damage Dealt * (1 - DR/100) + Penetration

Damage Resistance (DR) is applied first, then Penetration. The Damage Taken is truncated only after all DR has been removed from the Damage Dealt. Damage Dealt cannot be reduced below 1 by Damage Resistance.

Every 10 Damage Dealt against targets increases penetration by 1. So if the damage taken is 30 damage, an additional 3 penetration will be added to any other forms of penetration.

After all penetration is calculated, it is reduced by any penetration resistance.

To calculate total %DR:

Total %DR = 1 - [(1 - DR) * (1 - DR) * (1 - DR) * (1 - DR) * etc. etc.]

Example of 30% DR and 50% DR and 20% DR:

Total %DR = 1 - [(1 - 0.3) * (1 - 0.5) * (1 - 0.2)] = 0.72 = 72% DR

Or you can just apply the DRs to damage sequentially.

Example: 100 damage shot against someone with 30% DR, 50% DR and 20% DR:
100 damage with 30% reduced = 70 damage
70 damage with 50% reduced = 35 damage
35 damage with 20% reduced = 28 damage (overall 72% DR)

Exceptions

Mins and Maxes

The Damage Taken cannot be reduced below 1 by Damage Resistance.

The Damage Taken can never go higher than the Damage Dealt.

For example, someone with a high amount of penetration could calculate final Damage Taken numbers higher than Damage Dealt, but this would be capped at the initial Damage Dealt.

Randomization will never set the damage below 1.

Truncation

All damage is stored in an integer form, thus it is always being truncated during each step. This means 5.6 becomes 5, 9.1 becomes 9, and 9.9 becomes 9.

The exception to this is that Damage Resistance is not truncated and is removed from damage after calculation.

So Damage Dealt is truncated only after all DR is removed.

This is important, because having DR NOT truncated until it's removed from the Damage Dealt means that you can have small amounts of DR (i.e. 2% DR) be effective.

Explosive Damage

Each unit damaged by explosive damage has the Travel Damage reduced based on distance from the center after it is randomized. Damage falls as [half of the distance:radius ratio + 0.5], down to [50% + 0.5] at the periphery. The exception to this is that damage within 1 tile of the center has no fall-off.

Note: The 0.5 damage is added on explosive fall-off to accommodate for truncation.

Explosive Travel Damage = 0.50 + Travel Damage * (1.0 - FMin[0.50, 0.50 * Distance_to_Target/Radius_of_Explosive])

Special Damage Types

Both Psi Damage and Neutrino Damage have their own methods of determine damage and are not affected by Target Modifiers or Damage Resistance.

Example Calculations

Mental In-Game Calculation

A soldier with a 3 damage assault carbine and ranger (+1 damage) fires at a drone who has 42% DR.

You'd expect it to do 4 damage (range 3-5), minus 42% DR down to 2 damage.

Detailed Calculation

A soldier with an Assault Rifle and the Ranger perk fires at a Drone

The Assault Rifle has 4 Weapon Damage, receives +1 damage as a Barrel Modifier from Ranger, and has no innate Penetration.

The Drone is Hardened (35 Percent DR) and has 10 base DR for a total of 42% DR.

The Drone is not Shredded and does not have Distortion. The soldier does not have VPT or CST, and Fragmentation does not apply to rifles, so there are no Target Modifiers to the damage.

The shot does not 'Crit' so Crit Dmg is 1.0 and the Randomization does not change the value.

Damage Dealt = ([((Weapon Damage + Barrel Modifiers) <-- Randomization ) * Target Modifiers] * (1 - Percent DR) + Penetration)

Damage Dealt = (((((4 + 1) * 1.0) + 0) * (1 - 0.42) + 0) = 2.3 = 2 Damage Taken

Environmental Damage

Environmental damage is the damage done to objects and structures around the battlefield (like walls, chairs, cars, etc.).

Each weapon has a specific environmental damage based on its size and type:

Weapon Type Environmental Damage
Shots 15
Explosives 35

Environmental damage is mostly unaffected by perks and abilities and just considers the weapon's specific environmental damage. However, there are 2 exceptions: Explosives do tapper their environmental damage down to 50% at their periphery (and Tandem Warheads does prevent this tapper) and Sapper increases environmental damage.

Fire will also cause a lot of environmental damage and can spread. Be careful taking cover behind objects that are on fire!

All objects have a certain amount of HP. The less sturdy the object the less HP it will have. When an object's HP is reduced to 0 or less it will crumple.

Most cover has between 30 and 90 HP, based on what they are made of -- stone is tougher than wood, for example. Some map elements are entirely invulnerable and non-cover objects usually have less than 30 HP. Meld Canisters have 3 HP. Vehicles take 250 before catching on fire and 500 will cause them to explode immediately. Examples of the HP of objects can be found in the pictures below. You can find the HP of an object by pressing "L" when the mouse is hovered on top of an object.

Coverhp.png

Coverhp2.png