Author Topic: Damage types  (Read 6412 times)

Offline ReCurse

  • Sergeant
  • **
  • Posts: 12
    • View Profile
Damage types
« on: November 18, 2013, 03:29:11 am »
As it states in the ufopedia, some aliens are more vulnerable to damage certain damage types than others.
Why not make that real? A Snakeman for example won't mind an AP bullet making a small hole in its soft body, but explosive will rip him apart...
Chrysalids the other way around. Ethereals are probably burning good, because of their long robes ^^
Anyone got a good idea on how to make that not too complicated?
(especially since armor values apply differently to each damage type)

Offline Danny

  • Colonel
  • ****
  • Posts: 204
    • View Profile
Re: Damage types
« Reply #1 on: November 18, 2013, 11:20:07 am »
This was already even in the original game.
Like how Sectopods are vulnerable to lasers.
Sectoids fall over if you sneeze at them.
Floaters aren't much better then Sectoids
Snakemen are resistant to fire, though I found lasers are strong against them.
Chrysalids and Reapers are vulnerable to fire ammo.
Mostly due to a bug in the original game, 2x2 units were weak vs explosives as they got damaged 4 times by those (each part got hit separately). XD

Offline ReCurse

  • Sergeant
  • **
  • Posts: 12
    • View Profile
Re: Damage types
« Reply #2 on: November 18, 2013, 02:54:10 pm »
Then there seems to be some kind of more powerful random factor...
I wouldn't call it "vulnerable to lasers" if it still stands after more than a dozen laser rifle hits. ^^
Never would have thought that actually works as described, since i never found any evidence for that.
(played the original several years)
How big is the actual difference?

Offline Align

  • Colonel
  • ****
  • Posts: 196
    • View Profile
Re: Damage types
« Reply #3 on: November 18, 2013, 03:42:25 pm »
About 50% bonus to laser damage and 20% penalty to plasma damage. Laser rifles are slightly less effective than heavy plasma. even after those modifiers, though.
And yeah, random chance makes a big difference. Basically, any successful hit does 0-200% of the stated weapon damage (explosives are 50-150%), minus the armor rating.
So a shot against a high armor target like a sectopod is very likely to be a glancing hit and do no damage, unless you're using a high-powered weapon like the heavy laser.
« Last Edit: November 18, 2013, 03:46:06 pm by Align »

Offline ReCurse

  • Sergeant
  • **
  • Posts: 12
    • View Profile
Re: Damage types
« Reply #4 on: November 18, 2013, 05:03:47 pm »
oh, that explains. good to know these numbers ^^
Seriously pissed off by recent chrysalids surviving more than 15 shots (heavy plasma and laser rifle). Could not think of any way that was possible, but kinda makes sense now. Still, tough guy...

Offline Sharp

  • Colonel
  • ****
  • Posts: 181
    • View Profile
Re: Damage types
« Reply #5 on: November 18, 2013, 05:47:10 pm »
Basically, any successful hit does 0-200% of the stated weapon damage (explosives are 50-150%),

I think it's 50-150% for both weapons and explosions in OpenXCom, not sure though

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: Damage types
« Reply #6 on: November 19, 2013, 12:24:54 am »
click here for a rundown of how the armor values work in the ruleset, they are very easily viewed and/or modified, the numbers represent a damage multiplier, so 1.0 = regular damage, 0.5 = half damage and 2.0 = double damage.
for example: the snakeman:

None (fatal wounds)  - 1.0
Armor Piercing            - 1.0
Incendiary                  - 0.7
High Explosive            - 1.0
Laser                          - 1.0
Plasma                        - 1.0
Stun                            - 1.0
Melee                          - 1.0
Acid (Celatid Spit)        - 1.0
Smoke                         - 0.0

immune to smoke, reduced damage from fire, normal resistances to everything else.