Difference between revisions of "Damage"

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(explosives and hulls)
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I find it amusing that Celatids are vulnerable to their own spit   
 
I find it amusing that Celatids are vulnerable to their own spit   
 
-- Pumpkinhead, Feb 6, 2004 repost by --[[User:JellyfishGreen|JellyfishGreen]] 16:49, 21 Apr 2005 (BST)
 
-- Pumpkinhead, Feb 6, 2004 repost by --[[User:JellyfishGreen|JellyfishGreen]] 16:49, 21 Apr 2005 (BST)
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== Explosive Damage to Walls and Objects ==
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Explosive damage to objects (anything that isn't a unit) is constant; grenades will always form the same blast pattern on the same terrain. The peak damage is done at the center and falls off by 10 points per tile radius.
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It's known that a [[Blaster Bomb]] is the only thing capable of blasting through a UFO outer hull (walls and roof). It does exactly 200 damage at the epicenter and only ever knocks out one tile.
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When we boost the power of the humble HE with a game editor we see the following:
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*190 for HE strength is not enough to bust a hull open.
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*200 is, but only one tile wide.
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*210 opens up a hole 3 tiles wide
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*220 opens up a hole 5 tiles wide.
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For every 10 points of HE strength above 200, it adds 2 to the width of the hole.
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- reposted from discussion, NKF/Jasonred/Zombie, strategycore forums 2005, --[[User:JellyfishGreen|JellyfishGreen]] 02:21, 25 Aug 2005 (PDT)

Revision as of 09:21, 25 August 2005

Or, how much damage can a weapon do to a unit with so much armour.

Formula:

damage to unit = (weapon damage * damage modifier) - armour


If the bullet does negative or zero damage, then the bullet is ignored. If the bullet does damage, then there's a chance that the armour plate that it struck will deteriorate by a few points.

That's the basic idea. Let's expand on the variables a bit.


armour: Is simply the value of the armour section the bullet hit.

damage modifier: 0.5 if the unit resists and 2.0 if the unit is weak against the weapon's damage type. I'm not sure, but there's probably also a 1.0 for units that neither resist nor are weak against the bullet type.

weapon damage: Weapon damage will be a random number between 0 and the damage level of the weapon. In reality, all weapons do half their listed damages on average (something to do with the distribution of random numbers leaning more towards the middle of the normal distribution curve).

A critical hit is therefore anything above 50% to 100% of the listed damage (or 100% to 200% for double damage, 25% - 50% for units that take half damage).


It's interesting to note that X-Com units take double damage from practically every major weapon type. I know for sure that they take double damage from AP, Plasma and laser (I tested: rifle bullets were doing up to ranges of 60 points of damage to X-Com units when they're only supposed to do 30). No wonder your units drop like flies. At least this is true for unarmoured soldiers. I'm not too sure if armour helps reduce this to normal damage.

-- NKF, Dec 18 2003, reposted by --JellyfishGreen 16:01, 21 Apr 2005 (BST)

Modifiers

Basically, everything's 100% except the following:

  • Soldier/Civie/Sectoid/Celatid/Floater: HTH-120%, Acid Spit-160%
  • Personal Armour: Fire-80%, Stun-90%
  • Power/Flying Suit: Fire-0%, Stun-80%
  • Tanks: Fire-40%, HE-75%, HTH-90%, Acid Spit-40%
  • Snakeman: Fire-70%
  • Ethereal: Fire-70%, Stun-80%
  • Muton: AP-60%
  • Silacoid: Fire-0%, HE-130%
  • Chryssalid: Fire-80%, Stun-90%
  • Reaper: Fire-170%
  • Sectopod: HE-80%, Laser-150%, Plasma-80%
  • Cyberdisc: AP-80%, HE-60%
  • Zombie: AP-60%, HE-80%, Laser-70%, Plasma-70%, Stun-0%

I find it amusing that Celatids are vulnerable to their own spit -- Pumpkinhead, Feb 6, 2004 repost by --JellyfishGreen 16:49, 21 Apr 2005 (BST)

Explosive Damage to Walls and Objects

Explosive damage to objects (anything that isn't a unit) is constant; grenades will always form the same blast pattern on the same terrain. The peak damage is done at the center and falls off by 10 points per tile radius.

It's known that a Blaster Bomb is the only thing capable of blasting through a UFO outer hull (walls and roof). It does exactly 200 damage at the epicenter and only ever knocks out one tile.

When we boost the power of the humble HE with a game editor we see the following:

  • 190 for HE strength is not enough to bust a hull open.
  • 200 is, but only one tile wide.
  • 210 opens up a hole 3 tiles wide
  • 220 opens up a hole 5 tiles wide.

For every 10 points of HE strength above 200, it adds 2 to the width of the hole.

- reposted from discussion, NKF/Jasonred/Zombie, strategycore forums 2005, --JellyfishGreen 02:21, 25 Aug 2005 (PDT)