Difference between revisions of "Damage Modifiers"

From UFOpaedia
Jump to navigation Jump to search
(Didn't realize this was a transcluded page. Works for me though.)
(We don't need the lists when there's a table right there. Also removed the bold heading, it looks dumb.)
 
(7 intermediate revisions by 4 users not shown)
Line 1: Line 1:
== '''Susceptible to...''' ==
+
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... ==
 
<table width="80%" {{StdCenterTable}}>
 
<table width="80%" {{StdCenterTable}}>
 
<tr {{StdDescTable_Heading}}><th rowspan="2">Ammo Type</th>
 
<tr {{StdDescTable_Heading}}><th rowspan="2">Ammo Type</th>
 
<th colspan="14">Damage Modifier Category</th></tr>
 
<th colspan="14">Damage Modifier Category</th></tr>
<tr{{StdDescTable_Heading}}><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>
Line 18: Line 24:
 
<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>
Line 25: Line 31:
 
<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> 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>
 
<br>
 
<br>
Line 63: Line 69:
 
To summarize re: the all important '''X-COM armor''':
 
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
 
*'''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.)
+
*'''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, Power, and Flying Armor are completely resistant to Incendiary.
+
*'''Incendiary:''' All armour is immune to fire damage. (Personal Armour should only have a 20% resistance, but is bugged.)
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 ==
 
== See Also ==
Line 144: Line 79:
 
*[[Weapons]]
 
*[[Weapons]]
 
*[[Damage Modifiers (TFTD)]]
 
*[[Damage Modifiers (TFTD)]]
 +
[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 03:33, 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 Piercing100100100100100100100601001001001008060
Incendiary100100800407070100080170100100100
High-Explosive10010010010075100100100130100100806080
Laser10010010010010010010010010010010015010070
Plasma1001001001001001001001001001001008010070
Stun1001009080100210080100100901001001000
Melee10012010010090100100100100100100100100100
Acid Spit10016011010040100100100100100100100100100

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.)


See Also