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combat [2022/02/04 10:22] admin [Combat properties] |
combat [2022/02/04 12:39] (current) admin [Combat properties] |
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*[[#Doing damage|Critical Chance]] **// | *[[#Doing damage|Critical Chance]] **// | ||
- | *[[#Doing damage|Critical Damage]] | + | *[[#Doing damage|Critical Damage |
*[[#Doing damage|Maximum damage]] // | *[[#Doing damage|Maximum damage]] // | ||
//Attack mode /+ ammo specific attack properties// | //Attack mode /+ ammo specific attack properties// | ||
- | *(link GG ARP)Armor penetration **// | + | *[[# |
- | *(link GG IF)Impact force | + | *[[# |
- | *(link GG TQ)Tranquilization | + | *[[# |
- | *(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 ===== | ||
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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' | 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 ===== | ||
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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 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' | ||
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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. | ||
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// | // | ||
- | //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, | + | //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 " |
- | //Ranged Defense mode// applies to any ranged weapon and attack mode. It does //NOT// give bonus Defense Value. Based on the unit's // | + | //Ranged Defense mode// applies to any ranged weapon and attack mode. It does //NOT// give bonus Defense Value. Based on the unit's // |
//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]]. |