Damage

List of damage types along with their properties

Direct damage generates core charge at the rate of 2.5% of damage converted to charge

  • Normal/Balistic/Melee/Body impact/Other: Most common type of damage, the default one
  • Explosive: Dealt to both defense and vitals at the same time, however if there is not enough defense, the damage does not overflow to vitals
    • Eg. 50 explosive = 50 vitals and 50 defense

Chemical damage is a modifier to other direct damage types

  • Chemical: 50% of damage reduces max vitals and defense, applies corrode

Not affected by direct damage resistances, only resistances specific to that type

  • Bleed: Causes/Caused by Bleed, affects only vitals, can be applied even if defense is full
  • Chemical (Caustic Blood): 50% of damage reduces max vitals and defense, applies corrode
  • Enviromental: Fall damage and Enviromental impact damage1), bypasses defense
  • Fire: Causes/Caused by Burn, 100% of damage reduces max vitals and defense
  • Shock: 50% of damage bypasses defense, there is no shock damage resistance
  • Vital: Bypasses defense
    • Telefrag: there is no telefrag damage resistance

1)
See: Snare