Difference between revisions of "Damage Modifiers (Apocalypse)"

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(I think this is more elegant as it reduces the number of footnotes.)
(→‎Damage Modifiers Table: I think I misread Alien Gas as Stun Gas when I put in the redundant "Anti-Alien Gas")
(2 intermediate revisions by one other user not shown)
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:<sup>1</sup> Android modifiers are unused, as all X-COM Agents (including androids) use the Human/Hybrid modifiers.
 
:<sup>1</sup> Android modifiers are unused, as all X-COM Agents (including androids) use the Human/Hybrid modifiers.
  
:<sup>2</sup> Smoke, Alien Gas, Incendiary, Anti-Alien Gas, Toxin A/B/C and the unused Psionic Blast damage types will completely bypass any [[Personal Disruptor Shield]]. The code *does* contain damage modifiers for these, but they are not used.
+
:<sup>2</sup> Smoke, Stun Gas, Incendiary, Alien Gas, Toxin A/B/C and the unused Psionic Blast damage types will completely bypass any [[Personal Disruptor Shield]]. The code *does* contain damage modifiers for these, but they are not used.
  
 
:<sup>3</sup> There are two types of explosive damage. It is not clear what type #2 is used for, if anything (perhaps exploding environmental objects?).
 
:<sup>3</sup> There are two types of explosive damage. It is not clear what type #2 is used for, if anything (perhaps exploding environmental objects?).
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[[Category:Apocalypse]]
 
[[Category:Apocalypse]]
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[[Category:data tables]]

Revision as of 08:31, 17 November 2021

Damage modifiers are a percentage that alter the base damage of any particular damage type. 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.

Each weapon's damage type is listed on its page; for innate weapons, see here.

Damage Modifiers Table

Damage
Type
Human/
Hybrid
Android1 Megapol
Armor
Marsec
Armor
Disruptor
Armor
Disruptor
Shield2
Security
Station
Alien Egg Multiworm Hyperworm Chrysalis Brainsucker Anthropod/
Skeletoid/
Megaspawn
Spitter/
Popper
Micronoid Psimorph Queenspawn Terrain
Smoke 100 0 0 0 0 N/A 0 0 0 0 0 0 0 0 0 0 0 0
Incendiary 100 60 40 20 10 N/A 100 100 100 150 100 100 100 100 100 100 100 100
Stun Gas 100 0 100 100 100 N/A 0 60 60 60 0 60 60 60 0 60 80 0
Alien Gas 0 0 0 0 0 N/A 0 100 100 100 0 100 100 100 100 100 100 100
Explosive3 100 100 100 80 60 50 100 100 100 150 100 100 100 100 100 100 100 100
Armor Piercing 100 100 100 100 100 50 100 100 100 100 100 100 100 100 20 100 100 100
Laser 100 100 100 100 100 50 100 100 100 100 100 100 100 100 40 100 100 100
Plasma 100 100 100 100 100 50 100 100 100 100 100 100 100 100 50 100 100 100
Disruptor 100 100 100 100 100 50 100 100 100 100 100 100 100 100 100 100 100 100
Entropy 100 100 100 100 100 50 100 0 0 0 0 0 0 0 0 0 0 100
Stun4 100 20 70 50 10 0 0 0 50 100 0 60 60 100 50 40 80 0
Toxin A 25 25 30 30 30 N/A 0 100 100 100 100 100 60 60 0 60 60 25
Toxin B 25 25 30 30 30 N/A 0 100 100 100 100 100 80 80 50 80 80 25
Toxin C 25 25 30 30 30 N/A 0 100 100 100 100 100 100 100 100 100 100 25
Falling Object 100 100 100 100 100 40 100 100 100 100 100 100 100 100 100 100 100 100
Psionic Blast5 100 0 0 0 0 N/A 0 0 0 0 0 40 60/80/50 40/30 60 100 60 0
1 Android modifiers are unused, as all X-COM Agents (including androids) use the Human/Hybrid modifiers.
2 Smoke, Stun Gas, Incendiary, Alien Gas, Toxin A/B/C and the unused Psionic Blast damage types will completely bypass any Personal Disruptor Shield. The code *does* contain damage modifiers for these, but they are not used.
3 There are two types of explosive damage. It is not clear what type #2 is used for, if anything (perhaps exploding environmental objects?).
4 Used by the Stun Grapple - Stun Grenades use the "Stun Gas" type. (Psionic stun does not appear to use this table.)
5 This category is for the unused weapon, Psi Grenade.

Notes:

  • There is also code for a "Dimension Destabilizer" damage type. This weapon was removed during development. It was to be effective exclusively against shields.