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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) admin |
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- | || [[basics|Basics]] || [[combat_mechanics|Combat]] || [[squad|Squad]] || [[tactics|Tactics]] || [[skills|Skills]] | + | || [[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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===== Physical ===== | ===== Physical ===== | ||
- | When a Knockback/ | + | When a <color yellow>Knockback/ |
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' | + | If there' |
- | 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/ | + | <color #ee00ee>Tranquilization/ |
- | (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</ |
- | * 40-59: (Paralysis level 2) 2 APs | + | * <color orange>40-59</ |
- | * 60-79: (Paralysis level 3) 3 APs | + | * <color orange>60-79</ |
- | * 80+: complete motoric Paralysis (level 4), no actions can be taken at all. | + | * <color orange>80+</ |
Buildup is then reduced by half. | Buildup is then reduced by half. | ||
- | Tranquilization/ | + | Tranquilization/ |
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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</ |
- | 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 |
- | 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</ |
- | The amount of this corrosive damage is BUILDUP / 10. When there' | + | The amount of this corrosive damage is BUILDUP / 10. When there' |
- | it does BUILDUP / 5 damage directly to Health (BUILDUP / 10 if either Armor is >0.) | + | Acid buildup is then reduced by <color yellow>20%</ |
- | 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 |
- | 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 | + | <color orange>Poison buildup</ |
(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, |
- | When Poison buildup reaches a certain amount, | + | When //Poison buildup// reaches a certain amount, |
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+</ |
- | * 50+: +1 to Paralysis level (this can only be removed by treating the Poison). | + | * <color orange>50+</ |
- | * 75+: additional -20 to maximum and current Action Points. | + | * <color orange>75+</ |
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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</ |
- | 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 |
- | or Frozen (min. buildup: 60) for the turn. If either Cryo status is applied, BUILDUP / 5 (Chilled) | + | or <color yellow>Frozen</ |
- | or BUILDUP / 2 (Frozen) damage is instantly | + | |
- | 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</ |
- | 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, | + | Contrary to //Tranquilization//, when a unit takes any <color yellow>Shadow energy damage</ |
- | 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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