====== 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 [[Movement#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 damage((See: [[Effects#Snare]])), 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