Damage Modifiers (Apocalypse)

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Revision as of 07:42, 16 May 2022 by EsTeR (talk | contribs) (wip, I knew there was some chart...)
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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
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.

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

Impact 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.
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.

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