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|| [[basics|Basics]] || [[combat_mechanics|Combat]] || [[squad|Squad]] || [[tactics|Tactics]] || [[dtb|Defend the Base!]] || [[skills|Skills]] || [[damage_type_info|**Damage type info**]] ||
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====== Damage type info ======
===== Table of Contents =====
* [[#physical|Physical]]
* [[#tranquilization|Tranquilization]]
* [[#fire|Fire]]
* [[#acid|Acid]]
* [[#poison|Poison]]
* [[#cryo|Cryo]]
* [[#shadow|Shadow]]
//A quick overview of the unit status panel. All mechanics are explained in detail if you hover the mouse over the respective elements.//
{{https://angrycatstudios.com/usccf/sa/videos/tutorial_sa_status_panel.mp4?1280x720}}
===== Physical =====
When a Knockback/Impact effect is taken, the strength of the incoming effect determines
if the unit will be knocked back, and, if yes, by how many grids (1-3).
Buildup is increased only when the unit //can't// be knocked back by the required number of grids.
If there's buildup at the start of a turn, current Action Points will be reduced by BUILDUP / 10, and then the buildup will be reset to 0.
//Note: APs lost this way can be regained by healing. The loss is not permanent.//
[[#Top|Back to top ↑]]
===== Tranquilization =====
Tranquilization/Paralysis buildup determines how //seriously// a unit will be slowed down
(impacts all general, movement, and combat actions) at the //start of the turn//, for the turn:
* 20-39: (Paralysis level 1) 1 AP
* 40-59: (Paralysis level 2) 2 APs
* 60-79: (Paralysis level 3) 3 APs
* 80+: complete motoric Paralysis (level 4), no actions can be taken **__at all__**.
Buildup is then reduced by half.
Tranquilization/Paralysis damage //never// conveys instant effects apart from buildup increase.
[[#Top|Back to top ↑]]
===== Fire =====
When any Fire damage is taken, a //roll against the current buildup// will be instantly made to determine if the unit is ignited. If yes, a damage equal to BUILDUP / 5 will be instantly dealt, and the unit receives the **Burning status** until the next turn. The same mechanics apply to the start of each turn, very possibly leading to continued //Burning//. Buildup is then reduced by half.
If buildup is by any means reduced to 0, an active Burning status will be immediately removed.
If the unit becomes **Chilled** or **Frozen** while having the //Burning status//, it will be instantly __**SHATTERED**__.
//Note: Cryo damage dealt to units with Fire buildup must first counter it (and vice versa).//
[[#Top|Back to top ↑]]
===== Acid =====
Acid buildup corrodes (decays) //Armor// (both front and rear) at the start of each turn.
The amount of this corrosive damage is BUILDUP / 10. When there's //no more Armor left//, it does BUILDUP / 5 damage directly to Health (BUILDUP / 10 if either Armor is >0.)
Acid buildup is then reduced by 20%. If no Armor is left, buildup is reduced to 0.
If a unit has 0 Armor when receiving //Acid damage//, it is instantly dealt to Health instead, and no buildup is applied. Acid damage done to **Burning** units automatically converts to Fire damage. While //Frozen//, a unit cannot take damage from Acid, but the buildup can increase.
[[#Top|Back to top ↑]]
===== Poison =====
Poison buildup deals **__direct damage to Health__** equal to its **value** at the beginning of every turn.
(This can only be reduced by Poison Resistance.)
Unlike the others, //Poison buildup// does not decay over time at all, **unless treated**.
When //Poison buildup// reaches a certain amount, __additional side effects__ become active
at the start of the next turn (removal of these also happens then, if the buildup is reduced):
* 25+: all healing done to the unit is 50% less effective, -5 maximum Action Points
* 50+: +1 to Paralysis level (this can only be removed by **treating** the Poison).
* 75+: additional -20 to maximum and current Action Points.
[[#Top|Back to top ↑]]
===== Cryo =====
When any Cryo damage is taken, and the buildup is high enough, a roll against the current
buildup will be instantly made to determine if the unit becomes Chilled (min. buildup: 20)
or Frozen (min. buildup: 60) for the turn. If either Cryo status is applied, **BUILDUP / 5 (Chilled)** or **BUILDUP / 2 (Frozen)** damage is **__instantly dealt to Health__**, respectively. The same mechanics apply to the start of each turn. Buildup is then reduced by half.
* **Chilled**: +1 Paralysis level, -5 Accuracy, Melee Attack and Defense Value.
* **Frozen**: +2 Paralysis level,-15 Accuracy, Melee AV and DV. //Can be **SHATTERED** via Impact or Fire.//
[[#Top|Back to top ↑]]
===== Shadow =====
Shadow energy buildup deals **direct damage to Health** equal to its value at the beginning of every turn. In addition, it temporarily increases the effective value of Tranquilization buildup when determining **Paralysis level**, possibly leading to a more severe effect without the traditional means (medikits) to prevent it. Shadow energy buildup is then reset to 0.
Contrary to //Tranquilization//, when a unit takes any Shadow energy damage, a //Paralysis check// is instantly performed with a chance of **BUILDUP %** to immediately increase Paralysis level by 1, ONCE PER TURN. The value of classic Tranquilization buildup does not factor into this.
[[#Top|Back to top ↑]]
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