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.'''
= Damage Modifiers =
 
  +
=Damage Effects=
  +
Ammunition damage effects are catergorised 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'''<br>
  +
An ammunition type based on 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>
  +
'''Explosive'''<br>
  +
An ammunition type based on producing a fast expanding pressure shockwave which damages anything nearby by concussive force.<br>
  +
'''Incendiary'''<br>
  +
An ammunition type based on a thick flammable liquid which is spread over a target by a weak explosive, then ignited to damage anything over short time.<br>
  +
'''Laser Beam'''<br>
  +
An ammunition type based on 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>
  +
'''Plasma'''<br>
  +
An ammunition type based on localised extreme heat to burn something so quickly that it etches away a target by 'evaporating' its molecular chemistry.
  +
==Exotic==
  +
'''Distruptor Beam'''<br>
  +
An alien energy type based on sub-atomic particles impacting a target to 'disassemble' its molecular chemistry.<br>
  +
'''Enzyme''' and '''Entropy'''<br>
  +
An alien corrosive chemical and toxic enzyme mix designed to dissolve metallic items and biological organisms by 'splashing' over a target when the ammunition breaks open from impact. <br>
  +
'''Anti-Alien Toxins''' and '''Anti-Alien Gas'''<br>
  +
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'''<br>
  +
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>
  +
'''Stun'''<br>
  +
A type of specific, non-lethal effect designed to incapacitate an entity without causing injury.
  +
==Non Weapon==
  +
'''Falling Damage'''<br>
  +
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.
   
  +
=Damage Modifiers=
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.
 
  +
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:<br>
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.
 
  +
Minimum = '''0''' (invunerable), Maximum = '''200''' (deadly).
 
  +
* 100 or less = Resistant.<br>
== '''List of Damage Modifiers''' ==
 
  +
eg: a value of 40 is 'takes '''x0.4''' damage'.
  +
* 100 or more = Vunerable.
  +
eg: a value of 175 is 'takes '''x1.75''' damage'.
 
 
  +
{| class="wikitable"
'''Toxin A:'''
 
  +
!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
Gun Emplacement 0%
 
  +
|-
Micronoids 0%
 
  +
!Smoke
Human 25%
 
  +
|100||0||0||0||N/A||0||0||0||0||0||0||0||0||0||0||0
Hybrid 25%
 
  +
|-
Android 25%
 
  +
!Incendiary
Terrain 25%
 
  +
|100||40||20||10||N/A||100||100||100||150||100||100||100||100||100||100||100
Disruptor Shield 25%
 
  +
|-
Megapol Armor 30%
 
  +
!Stun Gas
Marsec Armor 30%
 
  +
|100||100||100||100||N/A||0||60||60||60||0||60||60||60||0||60||80
Disruptor Armor 30%
 
  +
|-
Queenspawn 80%
 
  +
!Alien Gas
Anthropod 80%
 
  +
|0||0||0||0||N/A||0||100||100||100||0||100||100||100||100||100||100
Psimorph 80%
 
  +
|-
Spitter 80%
 
  +
!Explosive
Megaspawn 80%
 
  +
|100||100||80||60||50||100||100||100||150||100||100||100||100||100||100||100
Popper 80%
 
  +
|-
Skeletoid 80%
 
  +
!Armor Piercing
 
  +
|100||100||100||100||50||100||100||100||100||100||100||100||100||20||100||100
'''Toxin B:'''
 
  +
|-
Gun Emplacement 0%
 
  +
!Laser
Human 25%
 
  +
|100||100||100||100||50||100||100||100||100||100||100||100||100||40||100||100
Hybrid 25%
 
  +
|-
Android 25%
 
  +
!Plasma
Terrain 25%
 
  +
|100||100||100||100||50||100||100||100||100||100||100||100||100||50||100||100
Disruptor Shield 25%
 
  +
|-
Megapol Armor 30%
 
  +
!Disruptor
Marsec Armor 30%
 
  +
|100||100||100||100||50||100||100||100||100||100||100||100||100||100||100||100
Disruptor Armor 30%
 
  +
|-
Micronoids 50%
 
  +
!Entropy
Queenspawn 80%
 
  +
|100||100||100||100||100||50||100||0||0||0||0||0||0||0||0||0
Anthropod 80%
 
  +
|-
Psimorph 80%
 
  +
!Stun <sup>2</sup>
Spitter 80%
 
  +
|100||70||50||10||0||0||0||50||100||0||60||60||100||50||40||80
Megaspawn 80%
 
  +
|-
Popper 80%
 
  +
!Toxin A
Skeletoid 80%
 
  +
|25||30||30||30||N/A||0||100||100||100||100||100||60||60||0||60||60
 
  +
|-
'''Toxin C:'''
 
  +
!Toxin B
Gun Emplacement 0%
 
  +
|25||30||30||30||N/A||0||100||100||100||100||100||80||80||50||80||80
Human 25%
 
  +
|-
Hybrid 25%
 
  +
!Toxin C
Android 25%
 
  +
|25||30||30||30||N/A||0||100||100||100||100||100||100||100||100||100||100
Terrain 25%
 
  +
|-
Disruptor Shield 25%
 
  +
!Falling Object
Megapol Armor 30%
 
  +
|100||100||100||100||40||100||100||100||100||100||100||100||100||100||100||100
Marsec Armor 30%
 
  +
|}
Disruptor Armor 30%
 
  +
<!-- NOT USED IN-GAME OR IRRELEVANT, so removed: Psionic Blast, Android, Explosive#2, Terrain -->
 
  +
:'''1''' - Smoke, Stun Gas, Incendiary, Alien Gas, Toxin A/B/C will completely bypass any [[Personal Disruptor Shield]].<br>
'''Anti-Alien Gas:'''
 
  +
:'''2''' - Used by the Stun Grapple only and blocked by a Personal Disruptor Shield.<br>
Gun Emplacement 0%
 
  +
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 <s>damage</s> chance modifier' when an attempt in made for manipulation, whereas <u>the projector's</u> Psi-Skill influences the victim's real percentage chance (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 (Psi-Energy) then only matters once the projection is successful.
Human 0%
 
Hybrid 0%
 
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):'''
 
Disruptor Armor 50%
 
Disruptor Shield 50%
 
Marsec Armor 80%
 
 
'''Incendiary:'''
 
Disruptor Armor 10%
 
Marsec Armor 20%
 
Megapol Armor 40%
 
Android 60%
 
Disruptor Shield 60%
 
Hyperworm 150%
 
 
'''Stun Gas:'''
 
Android 0%
 
Chrysalis 0%
 
Micronoids 0%
 
Disruptor Shield 0%
 
Gun Emplacement 0%
 
Terrain 0%
 
Alien Egg 60%
 
Brainsucker 60%
 
Multiworm 60%
 
Hyperworm 60%
 
Anthropod 60%
 
Psimorph 60%
 
Spitter 60%
 
Megaspawn 60%
 
Popper 60%
 
Skeletoid 60%
 
Queenspawn 80%
 
 
'''Stun:'''
 
Alien Egg 0%
 
Chrysalis 0%
 
Disruptor Shield 0%
 
Gun Emplacement 0%
 
Terrain 0%
 
Disruptor Armor 10%
 
Android 20%
 
Psimorph 40%
 
Multiworm 50%
 
Micronoids 50%
 
Marsec Armor 50%
 
Brainsucker 60%
 
Anthropod 60%
 
Megaspawn 60%
 
Skeletoid 60%
 
Megapol Armor 70%
 
Queenspawn 80%
 
 
'''Armor Piercing:'''
 
Micronoids 20%
 
Disruptor Shield 50%
 
 
'''Laser:'''
 
Micronoids 40%
 
Disruptor Shield 50%
 
 
'''Plasma:'''
 
Micronoids 50%
 
Disruptor Shield 50%
 
 
'''Disruptor:'''
 
Disruptor Shield 50%
 
 
'''Entropy Enzyme:'''
 
all Aliens 0%
 
Disruptor Shield 50%
 
 
'''Falling Object:'''
 
Disruptor Shield 40%
 
 
'''Psionic Blast:'''
 
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]]
  +
[[Category:data tables]]

Latest revision as of 06:02, 24 June 2022

A unit's natural or worn armor which is resistant to, or susceptible to, certain effects or damage.

Damage Effects

Ammunition damage effects are catergorised 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
An ammunition type based on 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
An ammunition type based on producing a fast expanding pressure shockwave which damages anything nearby by concussive force.
Incendiary
An ammunition type based on a thick flammable liquid which is spread over a target by a weak explosive, then ignited to damage anything over short time.
Laser Beam
An ammunition type based on 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
An ammunition type based on 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 type 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 when the ammunition breaks open from impact.
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.

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 damage chance modifier' when an attempt in made for manipulation, whereas the projector's Psi-Skill influences the victim's real percentage chance (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 (Psi-Energy) then only matters once the projection is successful.