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damage_type_info [2023/07/22 18:42] admin [Poison] |
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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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**__. | ||
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//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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===== Poison ===== | ===== Poison ===== | ||
- | <color orange> | + | <color orange> |
- | Unlike the others, Poison buildup does not decay over time at all, unless treated. | + | (This can only be reduced by Poison Resistance.) |
- | When Poison buildup reaches a certain amount, | + | Unlike the others, |
+ | 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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