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combat [2022/02/04 10:15]
admin [Combat properties]
combat [2022/02/04 12:39] (current)
admin [Combat properties]
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  *[[basic_concepts#Armor Rating|Current Armor Rating]] **//[AR]//**  *[[basic_concepts#Armor Rating|Current Armor Rating]] **//[AR]//**
- *(link GG defv)Defense Value **//[DV]//** (in melee) + *[[#The Defense Value|Defense Value]] **//[DV]//** (in melee) 
- *(link GG defv)Static Defense Value**//[SDV]//** (when being a ranged target) + *[[#The Defense Value|Static Defense Value]] **//[SDV]//** (when being a ranged target) 
- *(link GG defv)Dynamic Defense Value **//[DDV]//** (when being a ranged target) + *[[#The Defense Value|Dynamic Defense Value]] **//[DDV]//** (when being a ranged target) 
- *(link UIT skill7)Stamina %+ *[[units_detail#Stamina|Stamina %]]
  
 //Attack properties// form two major groups, one being the attributes of the attacking unit (//attacker// properties), the other the properties of the weapon / ammo / attack mode used (//weapon// properties). //Attack properties// form two major groups, one being the attributes of the attacking unit (//attacker// properties), the other the properties of the weapon / ammo / attack mode used (//weapon// properties).
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 //Attacker properties// are: //Attacker properties// are:
  
- *(link GG attv)Precision (in melee; also called Base Attack Value, //BAV//); may incl. modifier from attack mode + *[[#The Attack Value|Precision]] (in melee; also called Base Attack Value, //BAV//); may incl. modifier from attack mode 
- *(link GG attv)Static Precision **//[SP]//** (in ranged combat); may incl. modifier from attack mode + *[[#The Attack Value|Static Precision]] **//[SP]//** (in ranged combat); may incl. modifier from attack mode 
- *(link GG attv)Dynamic Precision **//[DP]//** (in ranged combat) + *[[#The Attack Value|Dynamic Precision]] **//[DP]//** (in ranged combat) 
- <*(link UIT skill6)Reaction %+ *[[units_detail#Reaction|Reaction %]]
  
 //Weapon specific attack properties// are: //Weapon specific attack properties// are:
  
- *(link GG damage)Critical Chance **//[CC]//** (also called Critical Threshold, see later) + *[[#Doing damage|Critical Chance]] **//[CC]//** (also called Critical Threshold, see later) 
- *(link GG damage)Critical Damage Factor **//[CDF]//** + *[[#Doing damage|Critical Damage Factor]] **//[CDF]//** 
- *(link GG damage)Maximum damage //[maxDmg]//, from which the Minimum (base) damage //[minDmg]// is also calculated; may incl. modifier from ammo+ *[[#Doing damage|Maximum damage]] //[maxDmg]//, from which the Minimum (base) damage //[minDmg]// is also calculated; may incl. modifier from ammo
  
 //Attack mode /+ ammo specific attack properties// are: //Attack mode /+ ammo specific attack properties// are:
  
- *(link GG ARP)Armor penetration **//[ARP]//** + *[[#Additional effects|Armor penetration]] **//[ARP]//** 
- *(link GG IF)Impact force + *[[#Additional effects|Impact force]] 
- *(link GG TQ)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.
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 //Activating// Defense mode for a unit costs //at least 5 Action Points// under all circumstances, while any //surplus APs// mean more defense bonus or more "opportunity" Action Points. Going into Defense mode also requires //at least 20 current Morale Points!// It can be done with any weapon, though there's the aforementioned super-important difference between melee and ranged Defense mode. //Activating// Defense mode for a unit costs //at least 5 Action Points// under all circumstances, while any //surplus APs// mean more defense bonus or more "opportunity" Action Points. Going into Defense mode also requires //at least 20 current Morale Points!// It can be done with any weapon, though there's the aforementioned super-important difference between melee and ranged Defense mode.
  
-//Melee Defense mode// is in effect when you have a melee //weapon or attack mode// selected. (Weapons capable of a melee Defense mode are: (link GG katana-2)Katana, (link GG chainsaw-2)Combat chainsaw, (link GG Combat rifle)Combat rifle--in melee mode, (link GG energy-rifle-2)Energy rifle--in melee mode, (link GG energy-blade-2)Energy blade--not in "Overcharge" mode.) Melee Defense mode is //passive<//, but it confers //current Action Points/2// (2-12) + //Melee combat %/10// (0-10) + //Reaction %/20// (0-5) Defense Value (total 2-27) until the beginning of the next turn of the current player. This can be //really crucial// to holding off alien swarms. It does not protect against critical hits, though.+//Melee Defense mode// is in effect when you have a melee //weapon or attack mode// selected. (Weapons capable of a melee Defense mode are: [[katana|Katana]][[chainsaw|Combat chainsaw]][[combatrifle|Combat rifle]]--in melee mode, [[energyrifle|Energy rifle]]--in melee mode, [[feline|Energy blade]]--not in "Overcharge" mode.) Melee Defense mode is //passive<//, but it confers //current Action Points/2// (2-12) + //Melee combat %/10// (0-10) + //Reaction %/20// (0-5) Defense Value (total 2-27) until the beginning of the next turn of the current player. This can be //really crucial// to holding off alien swarms. It does not protect against critical hits, though.
  
-//Ranged Defense mode// applies to any ranged weapon and attack mode. It does //NOT// give bonus Defense Value. Based on the unit's //Reaction//, it enables the possibility of //automatic// opportunity attacks against targets that move into the chosen weapon range in a (link GG free)FREE line of fire--irrespectively of the weapon targeting mode. These attacks use up the standard amount of APs. A unit has as many Action Points for opportunity attacks as it had when initiating Defense mode. A unit can't fire if these APs have been depleted or ammo runs out (no automatic reloading, even if there would be enough APs). Good usage of ranged Defense mode can be also very important, as this way you don't need to give up your defensive positions or walk into a trap, and yet you can still engage the enemy if they attack. It is not as controlled as manual attacking, though, so don't rely on it indefinitely. Also, watch out for possible friendly fire with area damage attack modes. To engage an enemy in Defense mode, a unit //must see the target//: it must look in that direction (a 90 degrees rule applies).+//Ranged Defense mode// applies to any ranged weapon and attack mode. It does //NOT// give bonus Defense Value. Based on the unit's //Reaction//, it enables the possibility of //automatic// opportunity attacks against targets that move into the chosen weapon range in a [[weapons#Free|FREE]] line of fire--irrespectively of the weapon targeting mode. These attacks use up the standard amount of APs. A unit has as many Action Points for opportunity attacks as it had when initiating Defense mode. A unit can't fire if these APs have been depleted or ammo runs out (no automatic reloading, even if there would be enough APs). Good usage of ranged Defense mode can be also very important, as this way you don't need to give up your defensive positions or walk into a trap, and yet you can still engage the enemy if they attack. It is not as controlled as manual attacking, though, so don't rely on it indefinitely. Also, watch out for possible friendly fire with area damage attack modes. To engage an enemy in Defense mode, a unit //must see the target//: it must look in that direction (a 90 degrees rule applies).
  
 //Both// melee and ranged Defense mode //reduces incoming damage// by a value between //Defense mode Action Points/3 and Defense mode Action Points// (randomly each attack). This is applied //before// Armor damage reduction. //Both// melee and ranged Defense mode //reduces incoming damage// by a value between //Defense mode Action Points/3 and Defense mode Action Points// (randomly each attack). This is applied //before// Armor damage reduction.
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 Structural map elements (walls, doors, crates, barrels, databanks, crystals) and units can be used as //cover// against attacks from specific directions, namely, the four diagonal ones. If you stand next to an object or unit, it will mean you cover from the two diagonal directions adjacent to it (if any). If you stand next to two units, it may mean double cover from a direction. Cover rating is displayed on the tactical view as small //green shield icons//. A single cover means //3// melee and //5// ranged //Defense Value//. A double cover means //6// and //10// Defense Value. Relying purely on covers is not advised, but in the long run, it can mean a difference if you dodge some attacks thanks to the cover defense bonus. Structural map elements (walls, doors, crates, barrels, databanks, crystals) and units can be used as //cover// against attacks from specific directions, namely, the four diagonal ones. If you stand next to an object or unit, it will mean you cover from the two diagonal directions adjacent to it (if any). If you stand next to two units, it may mean double cover from a direction. Cover rating is displayed on the tactical view as small //green shield icons//. A single cover means //3// melee and //5// ranged //Defense Value//. A double cover means //6// and //10// Defense Value. Relying purely on covers is not advised, but in the long run, it can mean a difference if you dodge some attacks thanks to the cover defense bonus.
  
-Thus the chapter on core combat mechanics is concluded. You find additional important information about attacking & combat here: (link GG weapons)Weapons.+Thus the chapter on core combat mechanics is concluded. You find additional important information about attacking & combat here: [[weapons|Weapons]].
  
  
combat.1643966114.txt.gz · Last modified: 2022/02/04 10:15 by admin