Author Topic: How does exactly weapon stun damage work  (Read 1831 times)

Offline cursed

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How does exactly weapon stun damage work
« on: October 09, 2023, 11:56:24 pm »
So electric prod deals 72 electric damage but also has listed 100% stun damage. Does that mean that its counted third time after % damage modifier, armor so it also counts stun modifier as well? Or just it means that damage that this weapon would do is dealt just as stun one(with 5% of health one?)?

Offline Juku121

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Re: How does exactly weapon stun damage work
« Reply #1 on: October 10, 2023, 02:09:47 pm »
As I understand it, this means 100% of the damage after armour and resistances have done their work to lower it (or raise it :) ) goes to increasing the target's stun level, and 5% goes to reducing their health. So, in a sense, you get 105% damage overall. Note that the OG default is 100% health and 25% stun damage, so it's not as good as it looks like.

The stun damage type is not truly linked to stun damage, it's just that its default values are set up to work that way. You could have a 'stun disintegrator' that blows up buildings and leaves people and aliens untouched, but works against the armour's 'Stun resistance', if you wanted to.
« Last Edit: October 10, 2023, 02:13:54 pm by Juku121 »

Offline psavola

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Re: How does exactly weapon stun damage work
« Reply #2 on: October 10, 2023, 04:01:57 pm »
You can see this more clearly with Milkor or Grenade launcher blunt ammo, which cause 35 % health damage and 100 % stun damage. A hit will very often end up killing weak enemies (such as innocent farmers) so you can't use those weapons against civilians. I have never been able to kill an enemy with a stun rod. If you're unlucky, a GL/milkor hit could also end up killing an enemy you definitely wanted to take alive. This occurred to me recently when I tried to capture an Exalt Master: I must have hit him once before with a blunt GL, but he died to the second hit instead of being stunned (a 200% damage roll from blunt grenade could do 44,10 points of health damage; in this case armor effectiveness reduces the damage only by 6 points or so - so a single hit kill should not be possible in this particular case).

Offline cursed

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Re: How does exactly weapon stun damage work
« Reply #3 on: October 10, 2023, 09:15:19 pm »
I think i start to understand. All damage has potential to kill but what really matter is weapon health/stun percentage as it dictates what weapon does with default like Jaku121 stated is 100/25 % health/stun
« Last Edit: October 10, 2023, 09:21:55 pm by cursed »

Offline Vakrug

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Re: How does exactly weapon stun damage work
« Reply #4 on: October 10, 2023, 11:23:29 pm »
As far as I know, this is not as simple. For kinetic damage 100% to health and 25% to stun actually means form 0% to 25% to stun. You can observe that not every hit to your soldiers cause stun. For stun damage 100% to stun actually mean 100% to stun (after usual 0-200% base damage calculation, of course). I don't know about other damage types. From my experience electric damage deals full amount to stun (not from 0% to written value), but who knows?

Offline Juku121

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Re: How does exactly weapon stun damage work
« Reply #5 on: October 10, 2023, 11:37:01 pm »
By default, that's indeed true. But, first, that can be changed via the weapon's 'RandomStun' setting. The original question was about the Stun Rod, and that family of weapons in particular does have 'Randomstun: false'. In fact, every weapon with the 'Stun' damage type defaults to non-random stunning (although electric stunners in XCF are not actually using that type any longer).

What might have been misleading in my original reply is that the general 25% stun is indeed randomised and thus more like 112.5% damage on average. Still more than 105%, though.

Electric damage is a new custom type with no specific defaults, so what it does is up to Solarius. Some, like the stun sticks and tasers, are non-random. Others, like Thunder Arcers, electric darts or built-in alien weapons, are random.


There are even weapons that lie to you about their health damage and do 0-100% of the final damage after the first round of randomisation and armour effects. Mostly bows.
« Last Edit: October 10, 2023, 11:39:19 pm by Juku121 »