Damage
Damage Types
List of damage types along with their properties
Direct
Direct damage generates core charge at the rate of 2.5% of damage converted to charge
- Normal/Balistic/Melee: Most common type of damage, the default one
- Body Impact: Distinct yet functions the same as normal See Body_Impacts for more info
- Explosive: Dealt to both defense and vitals at the same time, (Example: 50 explosive = 50 vitals and 50 defense) however if there is not enough defense, the damage does not overflow to vitals
Other
Not affected by direct damage resistances, only resistances specific to that type
- Bleed: Damage over time, affects only vitals, can be applied even if defense is full
- Burn: Damage over time, 50% of damage reduces max vitals and defense
- Chemical: 50% of damage bypasses defense, 50% of damage reduces max vitals and defense
- Enviromental: Fall damage and Enviromental impact damage1), bypasses defense
- Shock: 50% of damage bypasses defense, there is no shock damage resistance
- Vital: Bypasses defense
- Telefrag: there is no telefrag damage resistance
Environmental Penetration Damage
Damage after penetration is calculated using this formula: Thickness/Pen = % of damage lost
Example: Vigil shooting thru a thin wall: 20cm/75cm = 0.26 - So that means that 26% of damage is lost so: 225 → 166 damage