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damage_type_info [2023/07/22 17:27]
admin [Table of Contents]
damage_type_info [2023/09/06 11:35] (current)
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-|| [[basics|Basics]] || [[combat_mechanics|Combat]] || [[squad|Squad]] || [[tactics|Tactics]] || [[skills|Skills]]  || [[damage_type_info|**Damage type info**]] ||+|| [[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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   * [[#shadow|Shadow]]   * [[#shadow|Shadow]]
  
-//A quick overview of the unit status panel. All the mechanics are explained in detail if you hover the mouse over the respective elements.//+//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}} {{https://angrycatstudios.com/usccf/sa/videos/tutorial_sa_status_panel.mp4?1280x720}}
 ===== Physical ===== ===== Physical =====
  
-When a Knockback/Impact effect is taken, the strength of the incoming effect determines+When a <color yellow>Knockback/Impact</color> 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). 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. +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, +If there's buildup at the start of a turn, current <color #66ff00>Action Points</color> will be <color yellow>reduced by BUILDUP / 10</color>, and then the buildup will be <color yellow>reset to 0</color>.
-and then the buildup will be reset to 0.+
  
-Note: APs lost this way can be regained by healing. The loss is not permanent.+//Note: APs lost this way can be regained by healing. The loss is not permanent.//
  
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 ===== Tranquilization ===== ===== Tranquilization =====
  
-Tranquilization/Paralysis buildup determines how seriously a unit will be slowed down +<color #ee00ee>Tranquilization/Paralysis buildup</color> 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: +(impacts all general, movement, and combat actions) at the //start of the turn//, for the turn: 
-  * 20-39: (Paralysis level 1) 1 AP +  * <color orange>20-39</color>: (Paralysis level 1) <color yellow>1 AP</color> 
-  * 40-59: (Paralysis level 2) 2 APs +  * <color orange>40-59</color>: (Paralysis level 2) <color yellow>2 APs</color> 
-  * 60-79: (Paralysis level 3) 3 APs +  * <color orange>60-79</color>: (Paralysis level 3) <color yellow>3 APs</color> 
-  * 80+: complete motoric Paralysis (level 4), no actions can be taken at all.+  * <color orange>80+</color>: complete motoric Paralysis (level 4), no actions can be taken **__at all__**.
  
 Buildup is then reduced by half. Buildup is then reduced by half.
-Tranquilization/Paralysis damage never conveys instant effects apart from buildup increase.+Tranquilization/Paralysis damage //never// conveys instant effects apart from buildup increase.
  
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 ===== Fire ===== ===== Fire =====
  
-When any Fire damage is taken, a roll against the current buildup will be instantly made to +When any <color red>Fire damage</color> is taken, a //roll against the current buildup// will be instantly made to determine if the unit is <color orange>ignited</color>. If yes, a damage equal to <color yellow>BUILDUP / 5</color> 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.
-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 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. +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).+ 
 +//Note: Cryo damage dealt to units with Fire buildup must first counter it (and vice versa).//
  
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 ===== Acid ===== ===== Acid =====
  
-Acid buildup corrodes (decays) Armor (both front and rear) at the start of each turn. +<color orange>Acid buildup</color> 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, +The amount of this corrosive damage is BUILDUP / 10. When there'//no more Armor left//, it does <color yellow>BUILDUP / 5 damage directly to Health</color> (BUILDUP / 10 if either Armor is >0.) 
-it does BUILDUP / 5 damage directly to Health (BUILDUP / 10 if either Armor is >0.) +Acid buildup is then reduced by <color yellow>20%</color>. If no Armor is left, buildup is reduced to 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, +If a unit has 0 Armor when receiving //Acid damage//, it is <color yellow>instantly dealt to Health instead</color>, and no buildup is applied. Acid damage done to **Burning** units automatically converts to <color red>Fire damage</color>. While //Frozen//, a unit cannot take damage from Acid, but the buildup can increase.
-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.+
  
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 ===== Poison ===== ===== Poison =====
  
-Poison buildup deals direct damage to Health equal to its value at the beginning of every turn.+<color orange>Poison buildup</color> deals **__direct damage to Health__** equal to its **value** at the beginning of every turn.
 (This can only be reduced by Poison Resistance.) (This can only be reduced by Poison Resistance.)
-Unlike the others, Poison buildup does not decay over time at all, unless treated. +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+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): 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. +  * <color orange>25+</color>: all healing done to the unit is <color yellow>50% less effective, -5 maximum Action Points</color> 
-  * 50+: +1 to Paralysis level (this can only be removed by treating the Poison). +  * <color orange>50+</color><color yellow>+1 to Paralysis level</color> (this can only be removed by **treating** the Poison). 
-  * 75+: additional -20 to maximum and current Action Points.+  * <color orange>75+</color>: additional <color yellow>-20 to maximum and current Action Points</color>.
  
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 ===== Cryo ===== ===== Cryo =====
  
-When any Cryo damage is taken, and the buildup is high enough, a roll against the current +When any <color orange>Cryo damage</color> 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) +buildup will be instantly made to determine if the unit becomes <color yellow>Chilled</color> (min. buildup: 20) 
-or Frozen (min. buildup: 60) for the turn. If either Cryo status is applied, BUILDUP / 5 (Chilled) +or <color yellow>Frozen</color> (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.
-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. +  * **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.+  * **Frozen**: +2 Paralysis level,-15 Accuracy, Melee AV and DV. //Can be **SHATTERED** via Impact or Fire.//
  
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 ===== Shadow ===== ===== Shadow =====
  
-Shadow energy buildup deals direct damage to Health equal to its value at the beginning of +<color orange>Shadow energy</color> 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 <color #ee00ee>Tranquilization buildup</color> 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.
-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 +Contrary to //Tranquilization//, when a unit takes any <color yellow>Shadow energy damage</color>, 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.
-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.+
  
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damage_type_info.1690039635.txt.gz · Last modified: 2023/07/22 17:27 by admin