Difference between revisions of "Damage Modifiers (Apocalypse)"

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= Damage Modifiers =
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'''A unit's natural or worn armor which is resistant to, or susceptible to, certain effects or damage.'''
  
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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=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.
  
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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==Standard==
 +
'''Armor Piercing'''<br>
 +
[[Image:Effect-Icon-Armor-(Apocalypse).png|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.<br>
 +
<br>
 +
'''Explosive'''<br>
 +
[[Image:Effect-Icon-Explo-(Apocalypse).png|Explosive]]
 +
A fast expanding pressure shockwave which damages anything nearby by concussive force.<br>
 +
<br>
 +
'''Incendiary'''<br>
 +
[[Image:Effect-Icon-Incend-(Apocalypse).png|Incendiary]]
 +
A thick flammable liquid which is spread over a target by a weak explosive, then ignited to damage anything over short time.<br>
 +
(see below ''Flames and Spread'<br>
 +
<br>
 +
'''Laser Beam'''<br>
 +
[[Image:Effect-Icon-Laser-(Apocalypse).png|Laser]]
 +
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>
 +
<br>
 +
'''Plasma'''<br>
 +
[[Image:Effect-Icon-Plasma-(Apocalypse).png|Plasma]]
 +
Localised extreme heat to burn something so quickly that it etches away a target by 'evaporating' its molecular chemistry.
  
== '''List of Damage Modifiers''' ==
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==Exotic==
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'''Distruptor Beam'''<br>
'''Toxin A:'''
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[[image:Effect-Icon-Beam-(Apocalypse).png|Disruptor Beam]]
    Gun Emplacement    0%
+
An alien energy beam based on sub-atomic particles impacting a target to 'disassemble' its molecular chemistry.<br>
    Micronoids        0%
+
<br>
    Human              25%
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'''Enzyme''' and '''Entropy'''<br>
    Hybrid            25%
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[[Image:GrownIn-Effect-Enzyme-(Apocalypse).png|Entropy Enzyme]]
    Android            25%
+
An alien corrosive chemical and toxic enzyme mix designed to dissolve metallic items and biological organisms by 'splashing' over a target.<br>
    Terrain            25%
+
<br>
    Disruptor Shield  25%
+
'''Anti-Alien Toxins''' and '''Anti-Alien Gas'''<br>
    Megapol Armor      30%
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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]]
    Marsec 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.
    Disruptor Armor    30%
+
 
    Queenspawn        80%
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==Non Lethal==
    Anthropod          80%
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'''Smoke'''<br>
    Psimorph          80%
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[[Image:Effect-Icon-Smoke-(Apocalypse).png|Smoke]]
    Spitter            80%
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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>
    Megaspawn          80%
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<br>
    Popper            80%
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'''Stun'''<br>
    Skeletoid          80%
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[[Image:Effect-Icon-Stun-(Apocalypse).png|Stun]] [[Image:Effect-Icon-StunG-(Apocalypse).png|Stun Gas]]
 +
A type of specific, non-lethal effect designed to incapacitate an entity without causing injury.
  
'''Toxin B:'''
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==Non Weapon==
    Gun Emplacement    0%
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'''Falling Damage'''<br>
    Human              25%
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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.
    Hybrid            25%
 
    Android            25%
 
    Terrain            25%
 
    Disruptor Shield  25%
 
    Megapol Armor      30%
 
    Marsec Armor      30%
 
    Disruptor Armor    30%
 
    Micronoids        50%
 
    Queenspawn        80%
 
    Anthropod          80%
 
    Psimorph          80%
 
    Spitter            80%
 
    Megaspawn          80%
 
    Popper            80%
 
    Skeletoid          80%
 
  
'''Toxin C:'''
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==Flames and Spread==
    Gun Emplacement    0%
+
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>
    Human              25%
+
An agent on fire will be engulfed in flames for 5seconds only, but if moving, may cause spot fires to other flammable objects.
    Hybrid            25%
 
    Android            25%
 
    Terrain            25%
 
    Disruptor Shield  25%
 
    Megapol Armor      30%
 
    Marsec Armor      30%
 
    Disruptor Armor    30%
 
  
'''Anti-Alien Gas:'''
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=Damage Modifiers=
    Gun Emplacement    0%
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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.
    Human              0%
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* A damage modifier will always start at 100% since most lifeforms are susceptible to some form of attack.
    Hybrid            0%
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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.
    Android            0%
 
    Chrysalis          0%
 
    Disruptor Shield  0%
 
    Megapol Armor      0%
 
    Marsec Armor      0%
 
    Disruptor Armor    0%
 
    Terrain            25%
 
 
'''Explosive (1):'''
 
    Disruptor Shield  50%
 
    Disruptor Armor    60%
 
    Marsec Armor      80%
 
    Hyperworm          150%
 
  
'''Explosive (2):'''
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==Damages Chart==
    Disruptor Armor    50%
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'''Hybrids''' and '''Android''' are classed as '''Human'''.
    Disruptor Shield  50%
 
    Marsec Armor      80%
 
  
'''Incendiary:'''
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Numbers are percentages:<br>
    Disruptor Armor    10%
+
Minimum = '''0''' (invunerable), Maximum = '''200''' (deadly).
    Marsec Armor      20%
+
* 100 or less = Resistant.<br>
    Megapol Armor      40%
+
eg: a value of 40 is 'takes '''x0.4''' damage'.
    Android            60%
+
* 100 or more = Vunerable.
    Disruptor Shield  60%
+
eg: a value of 175 is 'takes '''x1.75''' damage'.
    Hyperworm          150%
 
 
   
 
   
'''Stun Gas:'''
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{| class="wikitable"
    Android            0%
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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
    Chrysalis          0%
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|-
    Micronoids        0%
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!Smoke
    Disruptor Shield  0%
+
|100||0||0||0||N/A||0||0||0||0||0||0||0||0||0||0||0
    Gun Emplacement    0%
+
|-
    Terrain            0%
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!Incendiary
    Alien Egg          60%
+
|100||40||20||10||N/A||100||100||100||150||100||100||100||100||100||100||100
    Brainsucker        60%
+
|-
    Multiworm          60%
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!Stun Gas
    Hyperworm          60%
+
|100||100||100||100||N/A||0||60||60||60||0||60||60||60||0||60||80
    Anthropod          60%
+
|-
    Psimorph          60%
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!Alien Gas
    Spitter            60%
+
|0||0||0||0||N/A||0||100||100||100||0||100||100||100||100||100||100
    Megaspawn          60%
+
|-
    Popper            60%
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!Explosive
    Skeletoid          60%
+
|100||100||80||60||50||100||100||100||150||100||100||100||100||100||100||100
    Queenspawn        80%
+
|-
 
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!Armor Piercing
'''Stun:'''
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|100||100||100||100||50||100||100||100||100||100||100||100||100||20||100||100
    Alien Egg          0%
+
|-
    Chrysalis          0%
+
!Laser
    Disruptor Shield  0%
+
|100||100||100||100||50||100||100||100||100||100||100||100||100||40||100||100
    Gun Emplacement    0%
+
|-
    Terrain            0%
+
!Plasma
    Disruptor Armor   10%
+
|100||100||100||100||50||100||100||100||100||100||100||100||100||50||100||100
    Android            20%
+
|-
    Psimorph          40%
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!Disruptor
    Multiworm          50%
+
|100||100||100||100||50||100||100||100||100||100||100||100||100||100||100||100
    Micronoids        50%
+
|-
    Marsec Armor      50%
+
!Entropy
    Brainsucker        60%
+
|100||100||100||100||100||50||100||0||0||0||0||0||0||0||0||0
    Anthropod          60%
+
|-
    Megaspawn          60%
+
!Stun <sup>2</sup>
    Skeletoid          60%
+
|100||70||50||10||0||0||0||50||100||0||60||60||100||50||40||80
    Megapol Armor      70%
+
|-
    Queenspawn        80%
+
!Toxin A
 
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|25||30||30||30||N/A||0||100||100||100||100||100||60||60||0||60||60
'''Armor Piercing:'''
+
|-
    Micronoids        20%
+
!Toxin B
    Disruptor Shield  50%
+
|25||30||30||30||N/A||0||100||100||100||100||100||80||80||50||80||80
 
+
|-
'''Laser:'''
+
!Toxin C
    Micronoids        40%
+
|25||30||30||30||N/A||0||100||100||100||100||100||100||100||100||100||100
    Disruptor Shield  50%
+
|-
 
+
!Falling Object
'''Plasma:'''
+
|100||100||100||100||40||100||100||100||100||100||100||100||100||100||100||100
    Micronoids        50%
+
|}
    Disruptor Shield   50%
+
:'''1''' - Smoke, Stun Gas, Incendiary, Alien Gas, Toxin A/B/C will completely bypass any [[Personal Disruptor Shield]].<br>
 
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:'''2''' - Used by the Stun Grapple only and blocked by a Personal Disruptor Shield.<br>
'''Disruptor:'''
+
<br>
    Disruptor Shield   50%
+
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>
 
 
'''Entropy Enzyme:'''
 
    all Aliens        0%
 
    Disruptor Shield  50%
 
  
'''Falling Object:'''
 
    Disruptor Shield  40%
 
  
'''Psionic Blast:'''
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{{Equipment (Apocalypse) Navbar}}
    Android            0%
 
    Alien Egg          0%
 
    Chrysalis          0%
 
    Multiworm          0%
 
    Hyperworm          0%
 
    Disruptor Shield  0%
 
    Disruptor Armor    0%
 
    Marsec Armor      0%
 
    Megapol Armor      0%
 
    Gun Emplacement    0%
 
    Terrain            0%
 
    Popper            30%
 
    Brainsucker        40%
 
    Spitter            40%
 
    Megaspawn          50%
 
    Queenspawn        60%
 
    Anthropod          60%
 
    Micronoids        60%
 
    Skeletoid          80%
 
  
==Notes:==
 
* There are two types of explosive damage. It is not clear which is used for what.
 
* Only unarmoured Humans and Hybrids are affected by smoke inhalation. All other units are immune.
 
* There is code for a "Dimension Destabilizer" damage type. This weapon was removed during development. It was to be effective exclusively against shields.
 
* 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...)
 
  
 
[[Category:Apocalypse]]
 
[[Category:Apocalypse]]

Latest revision as of 07:29, 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
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
Explosive A fast expanding pressure shockwave which damages anything nearby by concussive force.

Incendiary
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
Laser 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
Plasma Localised extreme heat to burn something so quickly that it etches away a target by 'evaporating' its molecular chemistry.

Exotic

Distruptor Beam
Disruptor Beam An alien energy beam based on sub-atomic particles impacting a target to 'disassemble' its molecular chemistry.

Enzyme and Entropy
Entropy Enzyme 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
Toxin A Toxin B Toxin C 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
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
Stun Stun Gas 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.


Apocalypse Insignia X-Com: Apocalypse: Equipment
Weapons:Megapol LawpistolMarsec M4000 Machine GunMegapol Laser Sniper GunMegapol Auto CannonMegapol Plasma GunMarsec Heavy LauncherMarsec MinilauncherMegapol Stun GrapplePower Sword
Megapol AP GrenadeMegapol Stun GrenadeMegapol Smoke GrenadeMarsec Proximity MineMarsec High ExplosiveDiablo Incendiary Grenade
ToxigunAlien Gas Grenade
Equipment:ArmorMind ShieldMind BenderMedi-KitMotion ScannerPsicloneElerium
Alien Artifacts:Disruptor GunDevastator CannonBoomeroidBrainsucker LauncherEntropy LauncherDimension Missile LauncherVortex MinePersonal Disruptor ShieldPersonal TeleporterPersonal Cloaking Field
Other:Innate/Grown-In Weapons