Difference between revisions of "Damage Modifiers"
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(→'''Susceptible to...''': Updated.) |
(We don't need the lists when there's a table right there. Also removed the bold heading, it looks dumb.) |
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(9 intermediate revisions by 5 users not shown) | |||
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+ | 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. |
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− | Everything's 100% except the following: |
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+ | 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. |
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− | === '''Vulnerable to...''' === |
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− | |||
− | '''Incendiary:''' |
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− | Reaper 170% |
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− | |||
− | '''High-Explosive:''' |
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− | Silacoid 130% |
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− | |||
− | '''Laser:''' |
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− | Sectopod 150% |
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− | |||
− | '''Melee:''' |
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− | Unarmoured Soldier 120% |
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− | Civilian 120% |
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− | Sectoid 120% |
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− | Celatid 120% |
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− | Floater 120% |
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− | |||
− | '''Celatid Acid Spit:''' |
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− | Unarmoured Soldier 160% |
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− | Civilian 160% |
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− | Sectoid 160% |
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− | Celatid 160% ''I find it amusing that Celatids |
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− | Floater 160% ''are vulnerable to their own spit -- [[User:Danial|Danial]] |
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− | Personal Armour 110% |
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+ | 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. |
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⚫ | |||
⚫ | |||
− | '''Armour-Piercing:''' |
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− | Cyberdisc 80% |
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− | Muton 60% |
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− | Zombie 60% |
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− | |||
− | '''Incendiary:''' |
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− | Chryssalid 80% |
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− | Ethereal 70% |
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− | Snakeman 70% |
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− | Tanks 40% |
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− | Personal Armour 0% |
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− | Power Suit 0% |
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− | Flying Suit 0% |
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− | Silacoid 0% |
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− | |||
− | '''High-Explosive:''' |
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− | Sectopod 80% |
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− | Zombie 80% |
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− | Tanks 70% |
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− | Cyberdisc 60% |
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− | |||
− | '''Laser:''' |
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− | Zombie 70% |
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− | |||
− | '''Plasma:''' |
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− | Sectopod 80% |
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− | Zombie 70% |
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− | |||
− | '''Stun:''' |
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− | Personal Armour 90% |
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− | Chryssalid 90% |
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− | Power Suit 80% |
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− | Flying Suit 80% |
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− | Ethereal 80% |
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− | Zombie 0% |
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− | Tanks 0% |
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− | |||
− | '''Melee:''' |
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− | Tanks 90% |
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− | |||
− | '''Celatid Acid Spit:''' |
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− | Tanks 40% |
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− | |||
− | === '''Susceptible to...''' === |
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<table width="80%" {{StdCenterTable}}> |
<table width="80%" {{StdCenterTable}}> |
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<tr {{StdDescTable_Heading}}><th rowspan="2">Ammo Type</th> |
<tr {{StdDescTable_Heading}}><th rowspan="2">Ammo Type</th> |
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<th colspan="14">Damage Modifier Category</th></tr> |
<th colspan="14">Damage Modifier Category</th></tr> |
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− | <tr |
+ | <tr><th>T+I</th> |
<th>Hu+</th> |
<th>Hu+</th> |
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− | <th>PA</th> |
+ | <th>PA<sup>1</sup></th> |
<th>PS</th> |
<th>PS</th> |
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<th>Tnk</th> |
<th>Tnk</th> |
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Line 91: | Line 24: | ||
<th>Zom</th></tr> |
<th>Zom</th></tr> |
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<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> |
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− | <tr><th align="left" {{StdDescTable_Heading}}>Incendiary</th><td>100</td><td>100</td><td>80 |
+ | <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> |
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<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> |
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<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> |
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− | <sup>1</sup> Personal Armor |
+ | <sup>1</sup> Due to a bug in the unit spawn routine, Personal Armor gets assigned the modifiers of a Power Suit.<br> |
<sup>2</sup> Tanks cannot be stunned.<br> |
<sup>2</sup> Tanks cannot be stunned.<br> |
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<br> |
<br> |
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To summarize re: the all important '''X-COM armor''': |
To summarize re: the all important '''X-COM armor''': |
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*'''AP, HE, Laser, and Plasma:''' All types of X-COM armor have full/normal (100%) susceptibility to these types of damage |
*'''AP, HE, Laser, and Plasma:''' All types of X-COM armor have full/normal (100%) susceptibility to these types of damage |
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− | *'''Stun:''' |
+ | *'''Stun:''' All armour has a 20% resistance to stun damage. (Personal Armour should only have a 10% resistance, but receives the modifiers of a Power Suit due to a bug.) |
− | *'''Incendiary:''' Personal |
+ | *'''Incendiary:''' All armour is immune to fire damage. (Personal Armour should only have a 20% resistance, but is bugged.) |
+ | |||
+ | == See Also == |
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[[Category:data tables]] |
[[Category:data tables]] |
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+ | *[[GEOSCAPE.EXE]] |
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+ | *[[Alien Life Forms]] |
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+ | *[[Weapons]] |
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+ | *[[Damage Modifiers (TFTD)]] |
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+ | [[Category:Enemy Unknown/UFO Defense]] |
Latest revision as of 04:33, 26 July 2018
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 Due to a bug in the unit spawn routine, Personal Armor gets assigned the modifiers of a Power Suit.
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: All armour has a 20% resistance to stun damage. (Personal Armour should only have a 10% resistance, but receives the modifiers of a Power Suit due to a bug.)
- Incendiary: All armour is immune to fire damage. (Personal Armour should only have a 20% resistance, but is bugged.)