Difference between revisions of "Damage type"

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Every damage source has a damage type associated with it. There are five types of damage: physical, shrapnel, fire, plasma, and acid. Each is, of course, different from the others in some way, though some are more common than others.
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{{infostrat switch}}
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Every damage source has a damage type associated with it. There are seven types of damage: melee, bullet, shrapnel, fire, plasma, acid, and piercing. Each is, of course, different from the others in some way, though some are more common than others. Also, [[resistance]]s apply to each damage type separately.
  
==Physical Damage==
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{{Anchor|Melee}}{{Anchor|melee}}
For every point of armor the target has, they take one less damage per hit. Physical damage cannot destroy walls. It is dealt by way of many melee attacks and by most weapons that use [[10mm ammo]].
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==Melee Damage==
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For every point of armor the target has, they take one less damage per hit. Melee damage cannot destroy walls. It is dealt by almost all melee attacks.
  
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{{Anchor|Bullet}}{{Anchor|bullet}}
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==Bullet Damage==
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Bullet damage has the same technical properties as melee damage; protection applies normally and bullet damage cannot destroy walls. Bullet damage is generally dealt by weapons that use [[10mm ammo]].
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{{Anchor|Shrapnel}}{{Anchor|shrapnel}}
 
==Shrapnel Damage==
 
==Shrapnel Damage==
 
For every point of armor the target has, they take two less damage per hit (although this goes to zero for the player if they have the [[Traits#Army of the Dead|Army of the Dead]] master trait). Shrapnel damage cannot destroy walls. It is limited to most shotguns.
 
For every point of armor the target has, they take two less damage per hit (although this goes to zero for the player if they have the [[Traits#Army of the Dead|Army of the Dead]] master trait). Shrapnel damage cannot destroy walls. It is limited to most shotguns.
  
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{{Anchor|Fire}}{{Anchor|fire}}
 
==Fire Damage==
 
==Fire Damage==
Fire damage treats protection normally (one less per point), but can destroy walls. Additionally, fire damage is the best for [[gibbing]] enemies. Despite the similar names, there is no connection between fire damage and [[Traits#Fireangel|Fireangel]].
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Fire damage treats protection normally (one less per point), but can destroy walls. Additionally, fire damage is the best for [[gibbing]] enemies.
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{{Anchor|Plasma}}{{Anchor|plasma}}
  
 
==Plasma Damage==
 
==Plasma Damage==
Plasma Damage halves armor protection, rounded down. [[Gibbing]] is easier. Most weapons that use [[power cells]] do plasma damage. Additionally, several enemy projectiles cause plasma (even some you may not expect).
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Plasma Damage halves armor protection, rounded down. [[Gibbing]] is easier. Most weapons that use [[power cell]]s do plasma damage. Additionally, several enemy projectiles cause plasma (even some you may not expect).
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Plasma damage from a shotgun is capable of destroying corpses on the ground.  
  
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{{Anchor|Acid}}{{Anchor|acid}}
 
==Acid Damage==
 
==Acid Damage==
Acid damage damages armor durability by twice as much as normal damage. [[Gibbing]] is easier.
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Acid damage damages [[protection|armor durability]] twice as much as other damage types. [[Gibbing]] is easier.
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{{Anchor|Piercing}}{{Anchor|piercing}}
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==Piercing Damage==
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Piercing damage ignores all protection and resistances. However, it cannot destroy walls and is no better at [[gibbing]] than bullet damage.
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Note - unlike plasma, piercing damage from a shotgun does *not* affect corpses. Nano-shrapnel will not harm corpses, even when it is applied to a plasma shotgun.

Latest revision as of 16:07, 20 November 2021

Game Data Strategy

Every damage source has a damage type associated with it. There are seven types of damage: melee, bullet, shrapnel, fire, plasma, acid, and piercing. Each is, of course, different from the others in some way, though some are more common than others. Also, resistances apply to each damage type separately.

Melee Damage

For every point of armor the target has, they take one less damage per hit. Melee damage cannot destroy walls. It is dealt by almost all melee attacks.

Bullet Damage

Bullet damage has the same technical properties as melee damage; protection applies normally and bullet damage cannot destroy walls. Bullet damage is generally dealt by weapons that use 10mm ammo.

Shrapnel Damage

For every point of armor the target has, they take two less damage per hit (although this goes to zero for the player if they have the Army of the Dead master trait). Shrapnel damage cannot destroy walls. It is limited to most shotguns.

Fire Damage

Fire damage treats protection normally (one less per point), but can destroy walls. Additionally, fire damage is the best for gibbing enemies.

Plasma Damage

Plasma Damage halves armor protection, rounded down. Gibbing is easier. Most weapons that use power cells do plasma damage. Additionally, several enemy projectiles cause plasma (even some you may not expect). Plasma damage from a shotgun is capable of destroying corpses on the ground.

Acid Damage

Acid damage damages armor durability twice as much as other damage types. Gibbing is easier.

Piercing Damage

Piercing damage ignores all protection and resistances. However, it cannot destroy walls and is no better at gibbing than bullet damage. Note - unlike plasma, piercing damage from a shotgun does *not* affect corpses. Nano-shrapnel will not harm corpses, even when it is applied to a plasma shotgun.

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