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: 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

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

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


1)
See: Snare