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combat [2022/02/04 10:25]
admin [Combat properties]
combat [2022/02/04 10:36]
admin [Additional effects]
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  *[[#Additional effects|Armor penetration]] **//[ARP]//**  *[[#Additional effects|Armor penetration]] **//[ARP]//**
  *[[#Additional effects|Impact force]]  *[[#Additional effects|Impact force]]
- *[[#Additional effects:Tranquilization|Tranquilization]] + *[[#Additional effects|Tranquilization]] 
- *(link GG inc)Ignition chance (hidden on ATAC) + *[[#Additional effects|Ignition chance]] (hidden on ATAC) 
- *(link GG cb)Corrosiveness (hidden on ATAC) + *[[#Additional effects|Corrosiveness]] (hidden on ATAC) 
- *(link GG cb)Biohazard (hidden on ATAC)+ *[[#Additional effects|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 + *[[#Doing 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 =====
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 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's armor// by //2//. 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's armor// by //2//.
  
-Critical hits cannot be fully averted, but (link GG specializations)Melee combat mastery decreases the attacker's chance in close combat by //5%//, and the usage of a //cloaking device// reduces their Total Damage Factor to //0.35×// (//0.6×// against heavy arms). Also, on lower difficulty levels lesser aliens have no chance of scoring a critical hit.+Critical hits cannot be fully averted, but [[units_detail#Specializations|Melee combat mastery]] decreases the attacker's chance in close combat by //5%//, and the usage of a //cloaking device// reduces their Total Damage Factor to //0.35×// (//0.6×// against heavy arms). Also, on lower difficulty levels lesser aliens have no chance of scoring a critical hit.
  
-Critical hits have a chance to //return// some APs to the attacker. This effect is called //critical AP-rebound//. It symbolizes situations where the attack could be conducted faster than it was expected or where the result of the attack altered the combat situation in a sudden, but positive way. The chance for AP-rebound is //Reaction %// per hit (area attacks thus have good AP-rebound effectiveness). Only hitting //units// can confer bonus APs. The amount of APs returned per unit can be //1-4//, based on luck and the (link GG skill6)Reaction skill.+Critical hits have a chance to //return// some APs to the attacker. This effect is called //critical AP-rebound//. It symbolizes situations where the attack could be conducted faster than it was expected or where the result of the attack altered the combat situation in a sudden, but positive way. The chance for AP-rebound is //Reaction %// per hit (area attacks thus have good AP-rebound effectiveness). Only hitting //units// can confer bonus APs. The amount of APs returned per unit can be //1-4//, based on luck and the [[units_detail#Reaction|Reaction skill]].
  
 ===== Doing damage ===== ===== Doing damage =====
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 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 minigunminigun). This is applied before:+ *Using scattering fire modes ([[weapons#Sweep|sweep]]) at a minimal distance (1) increases DF by //0.5// (mainly affects the [[shotgun|shotgun]] and the [[minigun|minigun]]). This is applied before:
  *//Critical hits// multiply DF by //2// (martial & small arms) or //1.5-4.0// (heavy arms, randomly) (the result will be 2.0/3.0 or 1.5-6.0, see above).  *//Critical hits// multiply DF by //2// (martial & small arms) or //1.5-4.0// (heavy arms, randomly) (the result will be 2.0/3.0 or 1.5-6.0, see above).
- *100% of (link GG skill2)Small arms increases //critical hit// DF by a further //1.0//.+ *100% of [[units_detail#Small arms|Small arms]] increases //critical hit// DF by a further //1.0//.
  *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 //cloaked//.  *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 //cloaked//.
  
-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'(link GG armor)//Armor Rating//, which //reduces// it with its current value. It is also called the "Damage Threshold" because attacks with equal or lower damage are totally absorbed.+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's //[[basic_concepts#Armor Rating|Armor Rating]]//, which //reduces// it with its current value. It is also called the "Damage Threshold" because attacks with equal or lower damage are totally absorbed.
  
 The final damage is subtracted from the target's //Health Points//. If it reaches 0, the target is killed/destroyed. The final damage is subtracted from the target's //Health Points//. If it reaches 0, the target is killed/destroyed.
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 Units that survive an attack may suffer additional forms of "damage". Units that survive an attack may suffer additional forms of "damage".
  
-Based on the //Armor penetration// property, attacks have a chance to damage the current //Armor Rating// of the target by //1//. 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.+Based on the //Armor penetration// property, attacks have a chance to damage the current //Armor Rating// of the target by //1//. 
 + 
 +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.
combat.txt · Last modified: 2022/02/04 12:39 by admin