Difference between revisions of "Damage Modifiers (TFTD)"

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= Damage Modifiers =
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Damage modifiers, synonymous with resistances or vulnerabilities, 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.
  
=== '''Vulnerable to...''' ===
 
 
'''Phosphor/Fire'''
 
    Hallucinoid        170%
 
 
'''High Explosive'''
 
    Tentaculat          150%
 
 
'''Sonic'''
 
    Tasoth              120%
 
    Deep One            110%
 
    Gill Man            110%
 
    Calcinite          110%
 
    Tentaculat          110%
 
 
'''Stun(Freeze)'''
 
    Tasoth              110%
 
    Tentaculat          110%
 
 
'''Drill'''
 
    Lobsterman          200%
 
    Unarmored Soldier  160%
 
    Civilian            160%
 
    Aquatoid            160%
 
    Xarquid            145%
 
    Deep One            120%
 
    Gill Man            120%
 
    Plastic Aqua Armor  120%
 
    Ion Armor          110%
 
    Magnetic Ion Armor  110%
 
    Tentaculat          110%
 
    Triscene            110%
 
 
'''Electric Shock'''
 
    Unarmored Soldier  150%
 
    Civilian            150%
 
    Bio-Drone          120%
 
    Plastic Aqua Armor  110%
 
  
=== '''Resistant to...''' ===
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<table width="80%" {{StdCenterTable}}>
 +
<tr {{StdDescTable_Heading}}><th rowspan="2">Ammo Type</th>
 +
<th colspan="14">Damage Modifier Category</th></tr>
 +
<tr {{StdDescTable_Heading}}><th>Ter</th>
 +
<th>Hu+</th>
 +
<th>PAA*</th>
 +
<th>IA</th>
 +
<th>Tnk</th>
 +
<th>DpO</th>
 +
<th>Gil</th>
 +
<th>Tas</th>
 +
<th>Cal</th>
 +
<th>Tnt</th>
 +
<th>Lob</th>
 +
<th>Xar/Bio</th>
 +
<th>Hal</th>
 +
<th>Tri/Zom</th>
 +
<tr><th align="left" {{StdDescTable_Heading}}>Armour Piercing</th><td>100</td><td>100</td><td>90</td><td>80</td><td>95</td><td>90</td><td>100</td><td>80</td><td>100</td><td>80</td><td>20</td><td>100</td><td>60</td><td>90</tr>
 +
<tr><th align="left" {{StdDescTable_Heading}}>Incendiary</th><td>100</td><td>100</td><td>80</td><td>0</td><td>40</td><td>90</td><td>100</td><td>40</td><td>90</td><td>100</td><td>30</td><td>60</td><td>170</td><td>90</tr>
 +
<tr><th align="left" {{StdDescTable_Heading}}>High-Explosive</th><td>100</td><td>100</td><td>100</td><td>80</td><td>80</td><td>80</td><td>100</td><td>90</td><td>100</td><td>150</td><td>30</td><td>60</td><td>70</td><td>90</tr>
 +
<tr><th align="left" {{StdDescTable_Heading}}>Gauss</th><td>100</td><td>100</td><td>80</td><td>70</td><td>60</td><td>90</td><td>100</td><td>70</td><td>90</td><td>90</td><td>30</td><td>70</td><td>80</td><td>80</tr>
 +
<tr><th align="left" {{StdDescTable_Heading}}>Sonic</th><td>100</td><td>100</td><td>100</td><td>90</td><td>100</td><td>110</td><td>110</td><td>120</td><td>110</td><td>110</td><td>50</td><td>90</td><td>100</td><td>90</tr>
 +
<tr><th align="left" {{StdDescTable_Heading}}>Stun(Freeze)</th><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>100</td><td>110</td><td>100</td><td>110</td><td>110</td><td>90</td><td>100</td><td>90</tr>
 +
<tr><th align="left" {{StdDescTable_Heading}}>Drill</th><td>100</td><td>160</td><td>120</td><td>110</td><td>80</td><td>120</td><td>120</td><td>90</td><td>80</td><td>110</td><td>200</td><td>145</td><td>60</td><td>110</tr>
 +
<tr><th align="left" {{StdDescTable_Heading}}>Electric Shock**</th><td>100</td><td>150</td><td>110</td><td>100</td><td>120</td><td>0</td><td>0</td><td>0</td><td>0</td><td>0</td><td>0</td><td>0</td><td>0</td><td>0 </tr></table>
  
 +
<nowiki>*</nowiki>Due to a bug in the unit spawn routine, Plastic Aqua Armour is instead assigned the modifiers for Ion Armour.
  
=== '''Susceptible to...''' ===
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<nowiki>**</nowiki>Nothing in vanilla TFTD actually inflicts Electric Shock damage.
  
                    '''1'''    '''2'''    '''3'''    '''4'''    '''5'''    '''6'''    '''7'''    '''8'''    '''9'''    '''10'''    '''11'''    '''12'''    '''13'''
+
Please note that these are the actual numbers taken directly from the executable, which the game uses. The numbers from the Official Strategy Guide are incorrect.
'''Armor Piercing'''    100    90    80    95    90  100    80  100    80    20  100    60    90
 
'''Phosphor/Fire'''      100    80    0    40    90  100    40    90  100    30    60  170    90
 
'''High-Explosive'''    100  100    80    80    80  100    90  100  150    30    60    70    90
 
'''Gauss'''              100    80    70    60    90  100    70    90    90    30    70    80    80
 
'''Sonic'''              100  100    90  100  110  110  120  110  110    50    90  100    90
 
'''Stun(Freeze)'''      100  100  100  100  100  100  110  100  110  110    90  100    90
 
'''Drill'''              160  120  110    80  120  120    90    80  110  200  145    60    110
 
'''Electric Shock'''    150  110  100  120  100  100  100  100  100  100  100  100    100
 
  
'''Column'''      '''Unit Type(s)'''
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(For those interested in changing/hacking the creature damage modifiers, they are located in the Tactical.exe near the end of the file, preceded directly by the decimal variable "26" (offset 781F4 in the CE version). They are listed in left to right order as two byte integers, using the table above as a reference - in groups of 14 variables for each ammo type.)
    '''1'''        Soldier, Civilian, Aquatoid, Drone
 
    '''2'''        Plastic Aqua Armor
 
    '''3'''        Ion Armor, Magnetic Ion Armor
 
    '''4'''        Bio-Drone
 
    '''5'''        Deep One
 
    '''6'''        Gill Man
 
    '''7'''        Tasoth
 
    '''8'''        Calcinite
 
    '''9'''        Tentaculat
 
  '''10'''        Lobster Man
 
  '''11'''        Xarquid
 
  '''12'''        Hallucinoid
 
  '''13'''        Triscene
 
  
Note: SWS damage modifiers are not shown in the Official Strategy Guide.
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The Numbers listed below are a reference to the damage chart above (there are 14 sets of damage modifiers, numbered 0-13). The creature entries listed in the Geoscape.exe have a variable which points to which set of damage modifiers the creature uses.
 +
 
 +
 
 +
{| {{StdDescTable}}
 +
|- {{StdDescTable_Heading}}
 +
! Column !! Unit Type(s)
 +
|-
 +
| '''Ter''' || Terrain
 +
|-
 +
| '''Hu+''' || Unarmored Soldiers, Civilians, Aquatoids
 +
|-
 +
| '''PAA''' || Plastic Aqua Armor
 +
|-
 +
| '''IA''' || Ion Armor and Magnetic Ion Armor
 +
|-
 +
| '''Tnk''' || Coelacanths and Displacers
 +
|-
 +
| '''DpO''' || Deep Ones
 +
|-
 +
| '''Gil''' || Gill Men
 +
|-
 +
| '''Tas''' || Tasoths
 +
|-
 +
| '''Cal''' || Calcinites
 +
|-
 +
| '''Tnt''' || Tentaculats
 +
|-
 +
| '''Lob''' || Lobstermen
 +
|-
 +
| '''Xar/Bio''' || Xarquids and Bio-Drones
 +
|-
 +
| '''Hal''' || Hallucinoids
 +
|-
 +
| '''Tri/Zom''' || Triscenes and Zombies
 +
|}
 +
 
 +
 
 +
Note: Coelacanth and Displacer damage modifiers are not shown in the Official Strategy Guide.
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 +
==See Also==
 +
 
 +
{{Aliens (TFTD)}}
  
 
[[Category:data tables]]
 
[[Category:data tables]]

Latest revision as of 13:10, 31 July 2020

Damage modifiers, synonymous with resistances or vulnerabilities, 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.


Ammo Type Damage Modifier Category
Ter Hu+ PAA* IA Tnk DpO Gil Tas Cal Tnt Lob Xar/Bio Hal Tri/Zom
Armour Piercing100100908095901008010080201006090
Incendiary10010080040901004090100306017090
High-Explosive1001001008080801009010015030607090
Gauss1001008070609010070909030708080
Sonic10010010090100110110120110110509010090
Stun(Freeze)1001001001001001001001101001101109010090
Drill10016012011080120120908011020014560110
Electric Shock**100150110100120000000000

*Due to a bug in the unit spawn routine, Plastic Aqua Armour is instead assigned the modifiers for Ion Armour.

**Nothing in vanilla TFTD actually inflicts Electric Shock damage.

Please note that these are the actual numbers taken directly from the executable, which the game uses. The numbers from the Official Strategy Guide are incorrect.

(For those interested in changing/hacking the creature damage modifiers, they are located in the Tactical.exe near the end of the file, preceded directly by the decimal variable "26" (offset 781F4 in the CE version). They are listed in left to right order as two byte integers, using the table above as a reference - in groups of 14 variables for each ammo type.)

The Numbers listed below are a reference to the damage chart above (there are 14 sets of damage modifiers, numbered 0-13). The creature entries listed in the Geoscape.exe have a variable which points to which set of damage modifiers the creature uses.


Column Unit Type(s)
Ter Terrain
Hu+ Unarmored Soldiers, Civilians, Aquatoids
PAA Plastic Aqua Armor
IA Ion Armor and Magnetic Ion Armor
Tnk Coelacanths and Displacers
DpO Deep Ones
Gil Gill Men
Tas Tasoths
Cal Calcinites
Tnt Tentaculats
Lob Lobstermen
Xar/Bio Xarquids and Bio-Drones
Hal Hallucinoids
Tri/Zom Triscenes and Zombies


Note: Coelacanth and Displacer damage modifiers are not shown in the Official Strategy Guide.

See Also

TFTD Badge Terror From The Deep
Aliens AquatoidGillmanLobster ManTasothMixed Crew
Terror Units Bio-DroneCalciniteDeep OneHallucinoidTentaculatZombieTrisceneXarquid
Data TFTD Alien StatsAlien Rank TFTD Damage Modifiers TFTD Alien Appearance Ratios • SWS/Terror Unit Innate Weapons