This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision Next revision Both sides next revision | ||
combat [2022/02/04 10:25] admin [Combat properties] |
combat [2022/02/04 10:36] admin [Additional effects] |
||
---|---|---|---|
Line 50: | Line 50: | ||
*[[# | *[[# | ||
*[[# | *[[# | ||
- | *[[# | + | *[[# |
- | *(link GG inc)Ignition chance (hidden on ATAC) | + | *[[# |
- | *(link GG cb)Corrosiveness (hidden on ATAC) | + | *[[# |
- | *(link GG cb)Biohazard (hidden on ATAC) | + | *[[# |
Although //not a property//, but worth listing: | Although //not a property//, but worth listing: | ||
- | *(link GG damage)Damage Factor: multiplier of the base damage | + | *[[# |
- | *(link GG attv)Target range (in ranged combat): a modifier for Static Defense Value | + | *[[#The Attack Value|Target range]] (in ranged combat): a modifier for Static Defense Value |
- | *(link GG defv)the To-Hit Value and the result of the Attack (To-Hit) Roll | + | *[[#The Defense Value|the To-Hit Value]] and the result of the Attack (To-Hit) Roll |
===== The Attack Value ===== | ===== The Attack Value ===== | ||
Line 95: | Line 95: | ||
Beside being a granted hit, critical hits have other bonuses. They //multiply the Damage Factor// (default 1.0×) of the hit by //2.0// (martial & small arms) or //1.5-4.0// (heavy arms), which results in increased damage. (Prototype weapons may have a further bonus.) In addition, a critical hit always //damages the target' | Beside being a granted hit, critical hits have other bonuses. They //multiply the Damage Factor// (default 1.0×) of the hit by //2.0// (martial & small arms) or //1.5-4.0// (heavy arms), which results in increased damage. (Prototype weapons may have a further bonus.) In addition, a critical hit always //damages the target' | ||
- | Critical hits cannot be fully averted, but (link GG specializations)Melee combat mastery decreases the attacker' | + | Critical hits cannot be fully averted, but [[units_detail# |
- | Critical hits have a chance to //return// some APs to the attacker. This effect is called //critical AP-rebound// | + | Critical hits have a chance to //return// some APs to the attacker. This effect is called //critical AP-rebound// |
===== Doing damage ===== | ===== Doing damage ===== | ||
Line 107: | Line 107: | ||
Modifiers: | Modifiers: | ||
- | *Using scattering fire modes ((link GG sweep)sweep) at a minimal distance (1) increases DF by //0.5// (mainly affects the (link GG shotgun-2)shotgun and the (link GG minigun) minigun). This is applied before: | + | *Using scattering fire modes ([[weapons# |
*// | *// | ||
- | *100% of (link GG skill2)Small arms increases //critical hit// DF by a further //1.0//. | + | *100% of [[units_detail# |
*Prototypes with the //Critical Damage Factor// property further increase //critical hit// DF (by 0.5 or 1.0). | *Prototypes with the //Critical Damage Factor// property further increase //critical hit// DF (by 0.5 or 1.0). | ||
*Total DF of a //critical hit// is reduced to //0.35// (martial & small arms, all aliens) or //0.6// (heavy arms) if the target is // | *Total DF of a //critical hit// is reduced to //0.35// (martial & small arms, all aliens) or //0.6// (heavy arms) if the target is // | ||
- | Then, the resulting //total damage// (e.g. 24 for a base damage of 12 and a DF of 2.0) is tested against the target' | + | Then, the resulting //total damage// (e.g. 24 for a base damage of 12 and a DF of 2.0) is tested against the target' |
The final damage is subtracted from the target' | The final damage is subtracted from the target' | ||
Line 125: | Line 125: | ||
Units that survive an attack may suffer additional forms of " | Units that survive an attack may suffer additional forms of " | ||
- | Based on the //Armor penetration// | + | Based on the //Armor penetration// |
+ | |||
+ | The chance for this is //ARP : AR// (e.g. an attack with an Armor Penetration of 5 has 25% chance to damage an Armor of 20, whereas an ARP of 20 or more *will* damage it). //Critical hits// automatically damage the Armor by //2//. The damage to the Armor is not taken into count until the next attack. | ||
The chance of Armor Rating loss for marines when the armor is penetrated is reduced to 1:3-2:3 on difficulties lower than ULTIMATE. It does not apply to critical hits. | The chance of Armor Rating loss for marines when the armor is penetrated is reduced to 1:3-2:3 on difficulties lower than ULTIMATE. It does not apply to critical hits. |