Difference between revisions of "Damage Modifiers"
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(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.) |
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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. |
+ | |||
+ | 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 | + | <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 | + | <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 | + | <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> | ||
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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:''' | + | *'''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:''' | + | *'''Incendiary:''' All armour is immune to fire damage. (Personal Armour should only have a 20% resistance, but is bugged.) |
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== See Also == | == See Also == | ||
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*[[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 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.)