Difference between revisions of "Damage Modifiers"

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m (Added explanation)
(→‎Susceptible to...: changed notation: Personal Armor modifiers are same as Power Armor)
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<tr><th>T+I</th>
 
<tr><th>T+I</th>
 
<th>Hu+</th>
 
<th>Hu+</th>
<th>PA</th>
+
<th>PA<sup>1</sup></th>
 
<th>PS</th>
 
<th>PS</th>
 
<th>Tnk</th>
 
<th>Tnk</th>
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<th>Zom</th></tr>
 
<th>Zom</th></tr>
 
<tr><th align="left" {{StdDescTable_Heading}}>Armour Piercing</th><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>60</td><td>100</td><td>100</td><td>100</td><td>100</td><td>80</td><td>60</td></tr>
 
<tr><th align="left" {{StdDescTable_Heading}}>Armour Piercing</th><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>60</td><td>100</td><td>100</td><td>100</td><td>100</td><td>80</td><td>60</td></tr>
<tr><th align="left" {{StdDescTable_Heading}}>Incendiary</th><td>100</td><td>100</td><td>80<sup>1</sup></td><td>0</td><td>40</td><td>70</td><td>70</td><td>100</td><td>0</td><td>80</td><td>170</td><td>100</td><td>100</td><td>100</td></tr>
+
<tr><th align="left" {{StdDescTable_Heading}}>Incendiary</th><td>100</td><td>100</td><td>80</td><td>0</td><td>40</td><td>70</td><td>70</td><td>100</td><td>0</td><td>80</td><td>170</td><td>100</td><td>100</td><td>100</td></tr>
 
<tr><th align="left" {{StdDescTable_Heading}}>High-Explosive</th><td>100</td><td>100</td><td>100</td><td>100</td><td>75</td><td>100</td><td>100</td><td>100</td><td>130</td><td>100</td><td>100</td><td>80</td><td>60</td><td>80</td></tr>
 
<tr><th align="left" {{StdDescTable_Heading}}>High-Explosive</th><td>100</td><td>100</td><td>100</td><td>100</td><td>75</td><td>100</td><td>100</td><td>100</td><td>130</td><td>100</td><td>100</td><td>80</td><td>60</td><td>80</td></tr>
 
<tr><th align="left" {{StdDescTable_Heading}}>Laser</th><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>150</td><td>100</td><td>70</td></tr>
 
<tr><th align="left" {{StdDescTable_Heading}}>Laser</th><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>150</td><td>100</td><td>70</td></tr>
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<tr><th align="left" {{StdDescTable_Heading}}>Melee</th><td>100</td><td>120</td><td>100</td><td>100</td><td>90</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td></tr>
 
<tr><th align="left" {{StdDescTable_Heading}}>Melee</th><td>100</td><td>120</td><td>100</td><td>100</td><td>90</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td></tr>
 
<tr><th align="left" {{StdDescTable_Heading}}>Acid Spit</th><td>100</td><td>160</td><td>110</td><td>100</td><td>40</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td></tr></table>
 
<tr><th align="left" {{StdDescTable_Heading}}>Acid Spit</th><td>100</td><td>160</td><td>110</td><td>100</td><td>40</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td></tr></table>
<sup>1</sup> Personal Armor is completely immune from fire damage.<br>
+
<sup>1</sup> <s>Personal Armor is completely immune from fire damage.</s> Due to a bug in the unit spawn routine, Personal Armor is treated as Power Armor in combat.<br>
 
<sup>2</sup> Tanks cannot be stunned.<br>
 
<sup>2</sup> Tanks cannot be stunned.<br>
 
<br>
 
<br>

Revision as of 18:29, 17 February 2013

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 Piercing100100100100100100100601001001001008060
Incendiary100100800407070100080170100100100
High-Explosive10010010010075100100100130100100806080
Laser10010010010010010010010010010010015010070
Plasma1001001001001001001001001001001008010070
Stun1001009080100210080100100901001001000
Melee10012010010090100100100100100100100100100
Acid Spit10016011010040100100100100100100100100100

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%

See Also