---- || [[basics|Basics]] || [[combat_mechanics|Combat]] || [[squad|Squad]] || [[tactics|Tactics]] || [[dtb|Defend the Base!]] || [[skills|Skills]] || [[damage_type_info|**Damage type info**]] || ---- ====== 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 ↑]] ---- → Next TBA ← Previous [[skills|Skills]] ← [[start|Back to Main page]]