====== Damage ====== ===== Damage Types ===== List of damage types along with their properties ==== Direct ==== Direct damage can generate core charge ((See: [[Core]])) * **Normal/Balistic/Melee/Body impact/Other**: Most common type of damage, the default one * **Overkill**: Bypasses defense, enemies implode on death ==== Dual Layer ==== Dealt to both defense and vitals at the same time, the damage does not overflow to vitals when defense is insufficient * **Explosive** - Direct: Sticky explosives deal 50% more damage to the target they are stuck to: * Eg. 50 explosive = 50 vitals and 50 defense * **Shock** - Indirect / Direct((See: [[Umibozu]] and [[Rhino]])): Vitals take 50% reduced damage while defense active, bypasses all damage resistances, prevents any form of "cheating death" from activating * Eg. 50 shock damage = 25 vitals and 50 defense ==== Other ==== Not affected by direct damage resistances, only resistances specific to that type * **Bleed**: Bypasses defense, Causes/Caused by Bleed * **Burn**: 100% of damage reduces max vitals and defense, Causes/Caused by Burn * **Chemical**: Affects only defense, 100% of damage reduces max defense, Applies 2s corrode * **Enviromental**: Fall damage and Enviromental impact damage((See: [[Effects#Snare]])), bypasses defense * **Vital**: Bypasses defense * **Telefrag**: Bypasses defense, prevents any form of "cheating death" from activating, can't be resisted, enemies implode on death