Difference between revisions of "Damage Modifiers (Apocalypse)"
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+ | '''A unit's natural or worn armor which is resistant to, or susceptible to, certain effects or damage.''' |
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− | = Damage Modifiers = |
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+ | =Damage Effects= |
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− | Damage modifiers are a percentage that alter the base damage of any particular damage type. Every unit in the game has a table with different percentages assigned to all of the possible damage types. These values make the units vulnerable to or strong against different damage types. |
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+ | Ammunition damage effects are categorised as technologically basic, as in ''Standard'', or as advanced effects in ''Exotic'', which are typically researched or invented technologies. Other damage types are also possible. |
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+ | ==Standard== |
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− | Note that some types of damage will completely bypass any [[Personal Disruptor Shield]]. These include: Smoke, Anti-Alien Gas, Incendiary, Stun Gas, Psionic Blast, and Toxin A/B/C. |
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+ | '''Armor Piercing'''<br> |
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+ | [[Image:Effect-Icon-Armor-(Apocalypse).png|Armor Piercing]] |
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+ | Uses kinetic force which is applied to a very small spot from a long needle-shaped projectile onto a target allowing it to 'burrow' through the 'skin' (eg: protective armor-plate, vehicle body, carapace, etc.) of the target by the action of momentum.<br> |
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+ | <br> |
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+ | '''Explosive'''<br> |
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+ | [[Image:Effect-Icon-Explo-(Apocalypse).png|Explosive]] |
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+ | A fast expanding pressure shockwave which damages anything nearby by concussive force.<br> |
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+ | <br> |
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+ | '''Incendiary'''<br> |
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+ | [[Image:Effect-Icon-Incend-(Apocalypse).png|Incendiary]] |
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+ | A thick flammable liquid which is spread over a target by a weak explosive, then ignited to damage anything over short time.<br> |
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+ | (see below ''Flames and Spread'<br> |
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+ | <br> |
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+ | '''Laser Beam'''<br> |
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+ | [[Image:Effect-Icon-Laser-(Apocalypse).png|Laser]] |
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+ | Light (photons) concentrated onto an extremely small spot on a target to inflict heat damage and eventual burn-through to 'cook' anything by extreme temperatures.<br> |
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+ | <br> |
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+ | '''Plasma'''<br> |
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+ | [[Image:Effect-Icon-Plasma-(Apocalypse).png|Plasma]] |
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+ | Localised extreme heat to burn something so quickly that it etches away a target by 'evaporating' its molecular chemistry. |
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+ | ==Exotic== |
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− | == '''List of Damage Modifiers''' == |
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+ | '''Distruptor Beam'''<br> |
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− | |||
+ | [[image:Effect-Icon-Beam-(Apocalypse).png|Disruptor Beam]] |
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− | '''Toxin A:''' |
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+ | An alien energy beam based on sub-atomic particles impacting a target to 'disassemble' its molecular chemistry.<br> |
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− | Gun Emplacement 0% |
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+ | <br> |
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− | Micronoids 0% |
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+ | '''Enzyme''' and '''Entropy'''<br> |
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− | Human 25% |
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+ | [[Image:GrownIn-Effect-Enzyme-(Apocalypse).png|Entropy Enzyme]] |
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− | Hybrid 25% |
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+ | An alien corrosive chemical and toxic enzyme mix designed to dissolve metallic items and biological organisms by 'splashing' over a target.<br> |
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− | Android 25% |
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+ | <br> |
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− | Terrain 25% |
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+ | '''Anti-Alien Toxins''' and '''Anti-Alien Gas'''<br> |
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− | Disruptor Shield 25% |
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+ | [[Image:Effect-Icon-ToxA-(Apocalypse).png|Toxin A]] [[Image:Effect-Icon-ToxB-(Apocalypse).png|Toxin B]] [[Image:Effect-Icon-ToxC-(Apocalypse).png|Toxin C]] [[Image:Effect-Icon-AGas-(Apocalypse).png|Anti-Alien Gas]] |
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− | Megapol Armor 30% |
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+ | An X-Com developed injectable or aerosolized liquid toxin designed specifically to kill the micronoid organism within the body's of all alien lifeforms. Advanced versions are more efficient. |
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− | Marsec Armor 30% |
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− | Disruptor Armor 30% |
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− | Queenspawn 80% |
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− | Anthropod 80% |
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− | Psimorph 80% |
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− | Spitter 80% |
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− | Megaspawn 80% |
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− | Popper 80% |
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− | Skeletoid 80% |
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+ | ==Non Lethal== |
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− | '''Toxin B:''' |
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+ | '''Smoke'''<br> |
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− | Gun Emplacement 0% |
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+ | [[Image:Effect-Icon-Smoke-(Apocalypse).png|Smoke]] |
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− | Human 25% |
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+ | A natural effect of fire or a purposely designed grenade to spread dense smoke to limit visiblity. Any unprotected unit within a thick cloud will very slowly be overcome and may fall unconscious.<br> |
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− | Hybrid 25% |
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+ | <br> |
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− | Android 25% |
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+ | '''Stun'''<br> |
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− | Terrain 25% |
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+ | [[Image:Effect-Icon-Stun-(Apocalypse).png|Stun]] [[Image:Effect-Icon-StunG-(Apocalypse).png|Stun Gas]] |
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− | Disruptor Shield 25% |
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+ | A type of specific, non-lethal effect designed to incapacitate an entity without causing injury. |
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− | Megapol Armor 30% |
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− | Marsec Armor 30% |
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− | Disruptor Armor 30% |
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− | Micronoids 50% |
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− | Queenspawn 80% |
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− | Anthropod 80% |
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− | Psimorph 80% |
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− | Spitter 80% |
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− | Megaspawn 80% |
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− | Popper 80% |
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− | Skeletoid 80% |
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+ | ==Non Weapon== |
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− | '''Toxin C:''' |
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+ | '''Falling Damage'''<br> |
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− | Gun Emplacement 0% |
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+ | An effect of the battlescape only. It is either a heavy object (eg: building collapse) falling onto any unit underneath or any unit that has fallen from, or purposely jumped, off an elevated structure of some sort and has impacted the ground. |
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− | Human 25% |
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− | Hybrid 25% |
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− | Android 25% |
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− | Terrain 25% |
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− | Disruptor Shield 25% |
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− | Megapol Armor 30% |
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− | Marsec Armor 30% |
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− | Disruptor Armor 30% |
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+ | ==Flames and Spread== |
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− | '''Anti-Alien Gas:''' |
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+ | A fire, irrelevant how it started, will burn in a battlescape tile for 55seconds maximum, completely destroying any feature within and leaving dirt or bare floors behind after it self extinguishes. If a fire is capable of spreading, each new tile on fire will slowly build up flames for 12 seconds before it is ready to spread.<br> |
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− | Gun Emplacement 0% |
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+ | An agent on fire will be engulfed in flames for 5seconds only, but if moving, may cause spot fires to other flammable objects. |
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− | Human 0% |
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− | Hybrid 0% |
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− | Android 0% |
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− | Chrysalis 0% |
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− | Disruptor Shield 0% |
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− | Megapol Armor 0% |
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− | Marsec Armor 0% |
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− | Disruptor Armor 0% |
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− | Terrain 25% |
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− | |||
− | '''Explosive (1):''' |
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− | Disruptor Shield 50% |
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− | Disruptor Armor 60% |
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− | Marsec Armor 80% |
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− | Hyperworm 150% |
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+ | =Damage Modifiers= |
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− | '''Explosive (2):''' |
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+ | An entity which has been affected by any of the ''Damage Effects'', listed above, will have a certain percentage rating on how well that unit resisted (low percentages), or how much extra (higher percentage) that unit was affected. |
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− | Disruptor Armor 50% |
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+ | * A damage modifier will always start at 100% since most lifeforms are susceptible to some form of attack. |
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− | Disruptor Shield 50% |
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+ | * X-Com armor can be mixed. A body part which is affected will be using that armor type. Explosives, being area effect will have different percentage values according to any mixed armors and will be calculated as one total to apply to a unit's decrease in health, if any. |
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− | Marsec Armor 80% |
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+ | ==Damages Chart== |
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− | '''Incendiary:''' |
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+ | '''Hybrids''' and '''Android''' are classed as '''Human'''. |
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− | Disruptor Armor 10% |
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+ | |||
− | Marsec Armor 20% |
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+ | Numbers are percentages:<br> |
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− | Megapol Armor 40% |
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+ | Minimum = '''0''' (invunerable), Maximum = '''200''' (deadly). |
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− | Android 60% |
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+ | * 100 or less = Resistant.<br> |
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− | Disruptor Shield 60% |
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+ | eg: a value of 40 is 'takes '''x0.4''' damage'. |
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− | Hyperworm 150% |
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+ | * 100 or more = Vunerable. |
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+ | eg: a value of 175 is 'takes '''x1.75''' damage'. |
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+ | {| class="wikitable" |
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− | '''Stun Gas:''' |
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+ | !Damage<br/>Type!!Human!!Megapol<br>Armor!!Marsec<br>Armor!!Disruptor<br>Armor!!Disruptor<br>Shield <sup>1</sup>!!Security<br>Station!!Alien Egg!!Multiworm!!Hyperworm!!Chrysalis!!Brainsucker!!Anthropod<br>Skeletoid<br>Megaspawn!!Spitter<br>Popper!!Micronoid!!Psimorph!!Queenspawn |
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− | Android 0% |
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+ | |- |
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− | Chrysalis 0% |
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+ | !Smoke |
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− | Micronoids 0% |
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+ | |100||0||0||0||N/A||0||0||0||0||0||0||0||0||0||0||0 |
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− | Disruptor Shield 0% |
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+ | |- |
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− | Gun Emplacement 0% |
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+ | !Incendiary |
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− | Terrain 0% |
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+ | |100||40||20||10||N/A||100||100||100||150||100||100||100||100||100||100||100 |
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− | Alien Egg 60% |
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+ | |- |
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− | Brainsucker 60% |
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+ | !Stun Gas |
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− | Multiworm 60% |
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+ | |100||100||100||100||N/A||0||60||60||60||0||60||60||60||0||60||80 |
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− | Hyperworm 60% |
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+ | |- |
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− | Anthropod 60% |
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+ | !Alien Gas |
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− | Psimorph 60% |
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+ | |0||0||0||0||N/A||0||100||100||100||0||100||100||100||100||100||100 |
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− | Spitter 60% |
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+ | |- |
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− | Megaspawn 60% |
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+ | !Explosive |
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− | Popper 60% |
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+ | |100||100||80||60||50||100||100||100||150||100||100||100||100||100||100||100 |
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− | Skeletoid 60% |
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+ | |- |
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− | Queenspawn 80% |
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+ | !Armor Piercing |
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− | |||
+ | |100||100||100||100||50||100||100||100||100||100||100||100||100||20||100||100 |
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− | '''Stun:''' |
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+ | |- |
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− | Alien Egg 0% |
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+ | !Laser |
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− | Chrysalis 0% |
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+ | |100||100||100||100||50||100||100||100||100||100||100||100||100||40||100||100 |
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− | Disruptor Shield 0% |
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+ | |- |
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− | Gun Emplacement 0% |
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+ | !Plasma |
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− | Terrain 0% |
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+ | |100||100||100||100||50||100||100||100||100||100||100||100||100||50||100||100 |
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− | Disruptor Armor 10% |
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+ | |- |
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− | Android 20% |
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+ | !Disruptor |
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− | Psimorph 40% |
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+ | |100||100||100||100||50||100||100||100||100||100||100||100||100||100||100||100 |
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− | Multiworm 50% |
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+ | |- |
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− | Micronoids 50% |
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+ | !Entropy |
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− | Marsec Armor 50% |
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+ | |100||100||100||100||100||50||100||0||0||0||0||0||0||0||0||0 |
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− | Brainsucker 60% |
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+ | |- |
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− | Anthropod 60% |
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+ | !Stun <sup>2</sup> |
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− | Megaspawn 60% |
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+ | |100||70||50||10||0||0||0||50||100||0||60||60||100||50||40||80 |
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− | Skeletoid 60% |
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+ | |- |
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− | Megapol Armor 70% |
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+ | !Toxin A |
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− | Queenspawn 80% |
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+ | |25||30||30||30||N/A||0||100||100||100||100||100||60||60||0||60||60 |
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− | |||
+ | |- |
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− | '''Armor Piercing:''' |
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+ | !Toxin B |
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− | Micronoids 20% |
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+ | |25||30||30||30||N/A||0||100||100||100||100||100||80||80||50||80||80 |
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− | Disruptor Shield 50% |
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+ | |- |
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− | |||
+ | !Toxin C |
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− | '''Laser:''' |
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+ | |25||30||30||30||N/A||0||100||100||100||100||100||100||100||100||100||100 |
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− | Micronoids 40% |
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+ | |- |
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− | Disruptor Shield 50% |
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+ | !Falling Object |
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− | |||
+ | |100||100||100||100||40||100||100||100||100||100||100||100||100||100||100||100 |
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− | '''Plasma:''' |
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+ | |} |
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− | Micronoids 50% |
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+ | :'''1''' - Smoke, Stun Gas, Incendiary, Alien Gas, Toxin A/B/C will completely bypass any [[Personal Disruptor Shield]].<br> |
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− | Disruptor Shield 50% |
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+ | :'''2''' - Used by the Stun Grapple only and blocked by a Personal Disruptor Shield.<br> |
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− | |||
+ | <br> |
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− | '''Disruptor:''' |
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+ | Note: Psionic susceptibility, which is not mentioned in the chart, is calculated on a per-unit-attribute basis. Psi-Defense <u>of the victim</u> is the 'base percentage chance of success' of the imminent psionic projection whereas <u>the projector's</u> Psi-Attack value influences the <u>final percentage chance</u> (the number you see when resting the mouse cursor over unit to be manupulated). The cost of Psi-Energy is all the same for a type of projection and does not become more expensive the more resistant a victim. The duration then only matters once the projection is successful. Duration is determined by the remaining Psi-Energy.<br> |
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− | Disruptor Shield 50% |
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− | '''Entropy Enzyme:''' |
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− | all Aliens 0% |
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− | Disruptor Shield 50% |
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+ | {{Equipment (Apocalypse) Navbar}} |
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− | '''Falling Object:''' |
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− | Disruptor Shield 40% |
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− | '''Psionic Blast:''' |
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− | Android 0% |
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− | Alien Egg 0% |
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− | Chrysalis 0% |
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− | Multiworm 0% |
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− | Hyperworm 0% |
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− | Disruptor Shield 0% |
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− | Disruptor Armor 0% |
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− | Marsec Armor 0% |
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− | Megapol Armor 0% |
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− | Gun Emplacement 0% |
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− | Terrain 0% |
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− | Popper 30% |
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− | Brainsucker 40% |
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− | Spitter 40% |
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− | Megaspawn 50% |
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− | Queenspawn 60% |
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− | Anthropod 60% |
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− | Micronoids 60% |
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− | Skeletoid 80% |
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+ | [[Category:Apocalypse]] |
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− | ==Notes:== |
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− | * There are two types of explosive damage. It is not clear which is used for what. |
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− | * Only unarmoured Humans and Hybrids are affected by smoke inhalation. All other units are immune. |
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− | * There is code for a "Dimension Destabilizer" damage type. This weapon was removed during development. It was to be effective exclusively against shields. |
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− | * The "Psionic Blast" category is for the unused weapon, Psi Grenade. (TO DO: check out whether Aliens such as the Psimorph can use this sort of attack. Your guys are normally immune since they wear armor...) |
Latest revision as of 08:29, 30 November 2023
A unit's natural or worn armor which is resistant to, or susceptible to, certain effects or damage.
Damage Effects
Ammunition damage effects are categorised as technologically basic, as in Standard, or as advanced effects in Exotic, which are typically researched or invented technologies. Other damage types are also possible.
Standard
Armor Piercing
Uses kinetic force which is applied to a very small spot from a long needle-shaped projectile onto a target allowing it to 'burrow' through the 'skin' (eg: protective armor-plate, vehicle body, carapace, etc.) of the target by the action of momentum.
Explosive
A fast expanding pressure shockwave which damages anything nearby by concussive force.
Incendiary
A thick flammable liquid which is spread over a target by a weak explosive, then ignited to damage anything over short time.
(see below Flames and Spread'
Laser Beam
Light (photons) concentrated onto an extremely small spot on a target to inflict heat damage and eventual burn-through to 'cook' anything by extreme temperatures.
Plasma
Localised extreme heat to burn something so quickly that it etches away a target by 'evaporating' its molecular chemistry.
Exotic
Distruptor Beam
An alien energy beam based on sub-atomic particles impacting a target to 'disassemble' its molecular chemistry.
Enzyme and Entropy
An alien corrosive chemical and toxic enzyme mix designed to dissolve metallic items and biological organisms by 'splashing' over a target.
Anti-Alien Toxins and Anti-Alien Gas
An X-Com developed injectable or aerosolized liquid toxin designed specifically to kill the micronoid organism within the body's of all alien lifeforms. Advanced versions are more efficient.
Non Lethal
Smoke
A natural effect of fire or a purposely designed grenade to spread dense smoke to limit visiblity. Any unprotected unit within a thick cloud will very slowly be overcome and may fall unconscious.
Stun
A type of specific, non-lethal effect designed to incapacitate an entity without causing injury.
Non Weapon
Falling Damage
An effect of the battlescape only. It is either a heavy object (eg: building collapse) falling onto any unit underneath or any unit that has fallen from, or purposely jumped, off an elevated structure of some sort and has impacted the ground.
Flames and Spread
A fire, irrelevant how it started, will burn in a battlescape tile for 55seconds maximum, completely destroying any feature within and leaving dirt or bare floors behind after it self extinguishes. If a fire is capable of spreading, each new tile on fire will slowly build up flames for 12 seconds before it is ready to spread.
An agent on fire will be engulfed in flames for 5seconds only, but if moving, may cause spot fires to other flammable objects.
Damage Modifiers
An entity which has been affected by any of the Damage Effects, listed above, will have a certain percentage rating on how well that unit resisted (low percentages), or how much extra (higher percentage) that unit was affected.
- A damage modifier will always start at 100% since most lifeforms are susceptible to some form of attack.
- X-Com armor can be mixed. A body part which is affected will be using that armor type. Explosives, being area effect will have different percentage values according to any mixed armors and will be calculated as one total to apply to a unit's decrease in health, if any.
Damages Chart
Hybrids and Android are classed as Human.
Numbers are percentages:
Minimum = 0 (invunerable), Maximum = 200 (deadly).
- 100 or less = Resistant.
eg: a value of 40 is 'takes x0.4 damage'.
- 100 or more = Vunerable.
eg: a value of 175 is 'takes x1.75 damage'.
Damage Type |
Human | Megapol Armor |
Marsec Armor |
Disruptor Armor |
Disruptor Shield 1 |
Security Station |
Alien Egg | Multiworm | Hyperworm | Chrysalis | Brainsucker | Anthropod Skeletoid Megaspawn |
Spitter Popper |
Micronoid | Psimorph | Queenspawn |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Smoke | 100 | 0 | 0 | 0 | N/A | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Incendiary | 100 | 40 | 20 | 10 | N/A | 100 | 100 | 100 | 150 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Stun Gas | 100 | 100 | 100 | 100 | N/A | 0 | 60 | 60 | 60 | 0 | 60 | 60 | 60 | 0 | 60 | 80 |
Alien Gas | 0 | 0 | 0 | 0 | N/A | 0 | 100 | 100 | 100 | 0 | 100 | 100 | 100 | 100 | 100 | 100 |
Explosive | 100 | 100 | 80 | 60 | 50 | 100 | 100 | 100 | 150 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Armor Piercing | 100 | 100 | 100 | 100 | 50 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 20 | 100 | 100 |
Laser | 100 | 100 | 100 | 100 | 50 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 40 | 100 | 100 |
Plasma | 100 | 100 | 100 | 100 | 50 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 50 | 100 | 100 |
Disruptor | 100 | 100 | 100 | 100 | 50 | 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 |
Stun 2 | 100 | 70 | 50 | 10 | 0 | 0 | 0 | 50 | 100 | 0 | 60 | 60 | 100 | 50 | 40 | 80 |
Toxin A | 25 | 30 | 30 | 30 | N/A | 0 | 100 | 100 | 100 | 100 | 100 | 60 | 60 | 0 | 60 | 60 |
Toxin B | 25 | 30 | 30 | 30 | N/A | 0 | 100 | 100 | 100 | 100 | 100 | 80 | 80 | 50 | 80 | 80 |
Toxin C | 25 | 30 | 30 | 30 | N/A | 0 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
Falling Object | 100 | 100 | 100 | 100 | 40 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
- 1 - Smoke, Stun Gas, Incendiary, Alien Gas, Toxin A/B/C will completely bypass any Personal Disruptor Shield.
- 2 - Used by the Stun Grapple only and blocked by a Personal Disruptor Shield.
Note: Psionic susceptibility, which is not mentioned in the chart, is calculated on a per-unit-attribute basis. Psi-Defense of the victim is the 'base percentage chance of success' of the imminent psionic projection whereas the projector's Psi-Attack value influences the final percentage chance (the number you see when resting the mouse cursor over unit to be manupulated). The cost of Psi-Energy is all the same for a type of projection and does not become more expensive the more resistant a victim. The duration then only matters once the projection is successful. Duration is determined by the remaining Psi-Energy.