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damage_type_info [2023/07/22 18:46]
admin [Cryo]
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]]  || [[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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 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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 ===== Poison ===== ===== Poison =====
  
-<color orange>Poison buildup</color> 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**.
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 When any <color orange>Cryo damage</color> 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 <color yellow>Chilled</color> (min. buildup: 20) buildup will be instantly made to determine if the unit becomes <color yellow>Chilled</color> (min. buildup: 20)
-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 +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.
-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.1690044392.txt.gz · Last modified: 2023/07/22 18:46 by admin