DAMAGE

Keywords: DAMAGE, DAMAGE-TYPES

Category: Combat

=== USER MANUAL === Description: All damage in the game belongs to one of 10 distinct types. Armor reduces damage as a percentage (0-100%) and is tracked separately for each damage type, so different armor pieces protect against different attacks. Damage Types: Blunt ....... Close-quarters impact weapons such as powerfists and control gauntlets. Slash ....... Bladed weapons -- claws, tails, knives, swords, and smartdiscs. Impale ...... Piercing weapons such as combi-sticks and speargun speartips. Ballistic ... Firearms -- pulse rifles, pistols, smartguns -- as well as some grenades and claymores. Fire ........ Incinerators and incendiary explosives. Only a ~2% chance to trigger acid blood retaliation. Energy ...... High-output weapons like plasma chainburners, plasma whips, and EMP grenades. ~25% chance to trigger acid blood retaliation. Biologic .... Acid blood splash and biological hazards. Explosive ... Blast damage from grenades and demolitions. Mutilate .... Extreme physical trauma. Mental ...... Psychic or psionic damage. Armor: Armor is a percentage reduction (0-100%) applied per damage type. Each body location tracks armor separately. The effective armor for a hit is the higher of your natural armor or your equipped armor for that location and type, plus any bonus armor. Acid Blood: Creatures with acid blood (typically aliens) spray acid when hit with lethal damage (damage exceeds remaining HP). Acid blood splashes everyone in the room: - Chance to splash scales with the damage dealt -- hits under 100 damage are unlikely to splash a given target. - Splash damage is 25% of the triggering hit, randomized. - Fire damage has only a 1-in-51 chance of triggering acid blood. - Energy damage has only a 1-in-4 chance of triggering. - Characters with acid-proof effects or the acid blood flag are immune to acid splash. Related Helpfiles: WEAPON FIELDS, DUMMY === END MANUAL ===