Editing Damage Types
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Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]]. | Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]]. | ||
{| {{STDT| sortable c_08 text-center}} | {| {{STDT| sortable c_08 text-center}} | ||
− | ! Name !! Label | + | ! Name !! Label !! Armor Category !! overkillPctToDestroyPart<ref>See description in [[#Scratch|Scratch]]</ref> !! [[Death]] Message<ref>{0} represents a pawn's name.</ref> !! General Injury !! Skin Injury !! Solid Injury !! Harms Outer Layers<ref>Surgery doesn't hurt your outside bits, but getting shot and stuff will.</ref> !! Affects [[shield belt|shields]] !! Stun duration |
− | |- id="Cut" | + | |-id="Cut" |
! Cut | ! Cut | ||
− | | cut | | + | | cut || | Sharp || 0% - 10% || {0} has been cut to death. || | Cut || | Cut || | Crack || | true || | false || | - |
− | |- id="Crush" | + | |-id="Crush" |
! Crush | ! Crush | ||
− | | crush | | + | | crush || | Blunt || 40% - 100% || {0} has been crushed to death. || | Crush || | Cut || | Crack || | true || | true || | - |
− | |- id="Table Blunt" | + | |-id="Table Blunt" |
! Blunt | ! Blunt | ||
− | | blunt | | + | | blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | - |
− | |- id="Poke" | + | |-id="Poke" |
! Poke | ! Poke | ||
− | | blunt | | + | | blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | - |
− | |- id="Table Demolish" | + | |-id="Table Demolish" |
! Demolish | ! Demolish | ||
− | | blunt | | + | | blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | - |
− | |- id="Stab" | + | |-id="Stab" |
! Stab | ! Stab | ||
− | | stab | | + | | stab || | Sharp || 40% - 100% || {0} has been stabbed to death. || | Stab || | Stab || | Crack || | true || | false || | - |
− | |- id=" | + | |-id="RangedStab" |
! RangedStab | ! RangedStab | ||
− | | stab | | + | | stab || | Sharp || 40% - 100% || {0} has been stabbed to death. || | Stab || | Stab || | Crack || | true || | false || | - |
− | |- id="Bullet" | + | |-id="Bullet" |
! Bullet | ! Bullet | ||
− | | bullet | | + | | bullet || | Sharp || 0% - 70% || {0} has been shot to death. || | Gunshot || | Gunshot || | Gunshot || | true || | true || | - |
− | |- id="Arrow" | + | |-id="Arrow" |
! Arrow | ! Arrow | ||
− | | arrow | | + | | arrow || | Sharp || 0% - 70% || {0} has been shot to death. || | Cut || | Cut || | Crack || | true || | true || | - |
− | |- id="ArrowHighVelocity" | + | |-id="ArrowHighVelocity" |
! ArrowHighVelocity | ! ArrowHighVelocity | ||
− | | arrow | | + | | arrow || | Sharp || 0% - 70% || {0} has been shot to death. || | Cut || | Cut || | Crack || | true || | true || | - |
− | |- id="Table Scratch" | + | |-id="Table Scratch" |
! Scratch | ! Scratch | ||
− | | scratch | | + | | scratch || | Sharp || 0% - 70% || {0} has been torn to death. || | Scratch || | Scratch || | Crack || | true || | false || | - |
− | |- id="Table Toxic scratch" | + | |-id="Table Toxic scratch" |
! ScratchToxic | ! ScratchToxic | ||
− | | toxic scratch | | + | | toxic scratch || | Sharp || 0% - 70% || {0} has been torn to death. || | Scratch || | Scratch || | Crack || | true || | false || | - |
− | |- id="Bite" | + | |-id="Bite" |
! Bite | ! Bite | ||
− | | bite | | + | | bite || | Sharp || 0% - 10% || {0} has been bitten to death. || | Bite || | Bite || | Crack || | true || | false || | - |
− | |- id="Table Toxic bite" | + | |-id="Table Toxic bite" |
! BiteToxic | ! BiteToxic | ||
− | | toxic bite | | + | | toxic bite || | Sharp || 0% - 10% || {0} has been bitten to death. || | Bite || | Bite || | Crack || | true || | false || | - |
− | |- id="Table Bomb" | + | |-id="Table Bomb" |
! Bomb | ! Bomb | ||
− | | bomb | | + | |bomb || | Sharp ||? || | {0} has died in an explosion. || | Shredded || | Shredded || | Crack || | true || | true || | - |
− | |- id="BombSuper" | + | |-id="BombSuper" |
! BombSuper | ! BombSuper | ||
− | | bomb | | + | |bomb || | Sharp ||? || | {0} has died in an explosion. || | Shredded || | Shredded || | Crack || | true || | true || | - |
− | |- id="Table Flame" | + | |-id="Table Flame" |
! Flame | ! Flame | ||
− | | flame | | + | | flame || | Heat || ? ||| {0} has burned to death. || | Burn || | Burn || | Burn || | false<ref>Fire currently doesn't burn your organs out or anything - ironically good for preserving them.</ref> || | false || | - |
− | |- id="Table Burn" | + | |-id="Table Burn" |
! Burn | ! Burn | ||
− | | burn | | + | | burn || | Heat || ? ||| {0} has burned to death. || | Burn || | Burn || | Burn || | false<ref>Fire currently doesn't burn your organs out or anything - ironically good for preserving them.</ref> || | false || | - |
− | |- id="Table Thump" | + | |-id="Table Thump" |
! Thump | ! Thump | ||
− | | thump | | + | |thump || | Sharp ||? || | {0} has ?? || | Crush || | Crush || | Crack || | ?? || | ?? || | - |
− | | | + | |-id="Frostbite" |
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− | |- id="Frostbite" | ||
! Frostbite | ! Frostbite | ||
− | | frostbite || | + | | frostbite || | - || ? ||| {0} has succumbed to frostbite. || | Frostbite || | Frostbite || | Frostbite || | true || | false || | - |
− | |- id="Surgical cut" | + | |-id="Surgical cut" |
! Surgical cut | ! Surgical cut | ||
− | | surgical cut || | + | | surgical cut || | - || ? || | {0} has died during surgery. || | - || | - || | - || | false<ref>Able to remove organs without harming outer body parts.</ref> || | false || | - |
− | |- id="Execution cut" | + | |-id="Execution cut" |
! Execution cut | ! Execution cut | ||
− | | execution cut || | + | | execution cut || | - || - ||| {0} has been executed by cutting. || | Cut || | Cut || | Cut || | false || | false || | - |
− | |- id="Table EMP" | + | |-id="Table EMP" |
! EMP <ref name="stun">Does not deal physical damage so does not show up on body parts. </ref> | ! EMP <ref name="stun">Does not deal physical damage so does not show up on body parts. </ref> | ||
− | | - || | + | | - || | - || - || | {0} has been EMPed to death. || | - || | - || | - || | true || | true || | 0.25 s <ref name = duration>Per point of damage.</ref> <ref> Only applies to mechanoids or turrets. </ref> |
− | |- id="Stun" | + | |-id="Stun" |
! Stun <ref name="stun"/> | ! Stun <ref name="stun"/> | ||
− | | - || | + | | - || | - || - ||| {0} has been stunned to death. || | - || | - || | - || | false || | true || | 0.33 s <ref name = duration></ref> |
|- | |- | ||
− | |- id="Smoke" | + | |-id="Smoke" |
! Smoke <ref name="stun"/> | ! Smoke <ref name="stun"/> | ||
− | | - || | + | | - || | - || - ||| ? || | - || | - || | - || | ? || | ? || | ? |
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|} | |} | ||
<references/> | <references/> | ||
<noinclude> | <noinclude> | ||
− | + | ==Blunt== | |
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If a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], damage can propagate to the parent part of the destroyed part, if and only if that parent part is considered an outside part. How the damage is divided between the two attacks is currently unclear. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted. | If a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], damage can propagate to the parent part of the destroyed part, if and only if that parent part is considered an outside part. How the damage is divided between the two attacks is currently unclear. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted. | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP | ! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP | ||
|- | |- | ||
− | | {{ | + | | {{GraphChart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}} |
− | | {{ | + | | {{GraphChart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}} |
|} | |} | ||
− | + | ==Bomb== | |
− | Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default | + | Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with 0.1 AP multiplier, and a default stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. |
− | + | ==Burn== | |
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Identical to [[#Flame|Flame]] except that it cannot ignite targets. | Identical to [[#Flame|Flame]] except that it cannot ignite targets. | ||
− | + | ==Demolish== | |
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Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage. | Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage. | ||
− | + | ==EMP== | |
{{Image wanted|reason=Stun mote and electrical sparking effect}} | {{Image wanted|reason=Stun mote and electrical sparking effect}} | ||
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EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects. | EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects. | ||
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Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius. | Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius. | ||
− | EMP mainly serves to stun [[mechanoid]]s, [[turret]]s, and [[mortar]]s. Every stun "damage" inflicts {{ | + | EMP mainly serves to stun [[mechanoid]]s, [[turret]]s, and [[mortar]]s. Every stun "damage" inflicts {{ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun. |
− | After being stunned, mechanoids become 'Adapted', gaining immunity from further stuns for {{ | + | After being stunned, mechanoids become 'Adapted', gaining immunity from further stuns for {{ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{ticks|{{#expr: 2200-(30*50)}}}} for most items. Some mechanoids in the [[Biotech DLC]] {{BiotechIcon}} have EMP resistance, so are stunned for less time. |
{| class="wikitable" | {| class="wikitable" | ||
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! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime | ! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime | ||
|- | |- | ||
− | | 9 || [[Zeushammer]], [[Persona zeushammer]] || {{ | + | | 9 || [[Zeushammer]], [[Persona zeushammer]] || {{ticks|{{#expr: 30*9 }} }} || {{ticks|{{#expr: 2200-(30*9)}}}} || {{#expr: 100* (30*9) / ((30*9)+(2200-(30*9))) round 2}}% |
+ | |- | ||
+ | | 45 || Awful [[quality]] [[EMP launcher]] || {{ticks|{{#expr: 30*45 }} }} || {{ticks|{{#expr: 2200-(30*45)}}}} || {{#expr: 100* (30*45) / ((30*45)+(2200-(30*45))) round 2}}% | ||
|- | |- | ||
− | | | + | | 50 || ''All other sources'' || {{ticks|{{#expr: 30*50 }} }} || {{ticks|{{#expr: 2200-(30*50)}}}} || {{#expr: 100* (30*50) / ((30*50)+(2200-(30*50))) round 2}}% |
|- | |- | ||
− | | | + | | 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{ticks|{{#expr: 30*62.5 }} }} || {{ticks|{{#expr: 2200-(30*62.5)}}}} || {{#expr: 100* (30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}% |
|- | |- | ||
− | | | + | | 75 || Legendary [[quality]] [[EMP launcher]] || {{ticks|{{#expr: 30*75 }} }} || {{ticks|0}} <!--{{ticks|{{#expr: 2200-(30*75)}}}} is less than 0 --> || 100% |
|- | |- | ||
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|} | |} | ||
Any amount of EMP damage will also: | Any amount of EMP damage will also: | ||
− | * Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}}) | + | *Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}}) |
− | * Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}}) | + | *Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}}) |
− | * Break [[shield belt]]s, | + | *Break [[shield belt]]s, who will recharge as if they reached 0 HP normally |
− | * Disable [[low-shield pack]]s {{RoyaltyIcon}} for 0 {{ | + | *Disable [[low-shield pack]]s {{RoyaltyIcon}} for 0 {{ticks|600}}; the burnout timer continues to run while stunned. |
− | * Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{ | + | *Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{ticks|1200}}. For mech high-shields, an [[EMP Shell]] must impact the actual shield; the blast will not disable it. |
− | * If an EMP attack does more EMP damage to a mortar than the remaining HP | + | *If an EMP attack does more EMP damage to a mortar than the it has remaining HP, the mortar will explode. |
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt. | Using EMP attacks against friendlies counts as an attack, even if they aren't hurt. | ||
− | + | == Flame == | |
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Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn. | Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn. | ||
This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph: | This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph: | ||
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{| class="wikitable" | {| class="wikitable" | ||
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! Ignition Chance per Target Flammability | ! Ignition Chance per Target Flammability | ||
|- | |- | ||
− | | {{ | + | | {{GraphChart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}} |
|} | |} | ||
− | For example, a normal human | + | For example, a normal human with a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] has a flammability of 2% and so has a 1.4% to ignite if any flame damage is taken. |
− | + | If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the diffculty of putting it out and the chance to spread. | |
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− | If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the | ||
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect. | In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect. | ||
− | + | == Scratch == | |
Scratch damage does damage differently depending on what part is initially targeted. | Scratch damage does damage differently depending on what part is initially targeted. | ||
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game. | If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game. | ||
− | If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random, | + | If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random, and then 67% of the original post-armor damage is dealt to both parts. This damage may be limited by overkill prevention however. |
− | In this instance, Scratch has a | + | Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the "Overkill Percentage". This overkill percentage is then compared to the "overkillPctToDestroyPart" range unique to the damage type. In this instance, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range. |
− | + | {| class="wikitable" | |
+ | |- | ||
+ | | Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER) | ||
+ | |} | ||
− | + | This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance is failed, the part is not destroyed and instead reduced to 1 HP. | |
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− | + | ==Toxic bite== | |
+ | Identical to [[#Bite|Bite]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Bite damage inflicted, multiplied by the [[Toxic Sensitivity]] of the target. | ||
− | + | Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle. | |
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− | + | ==Toxic scratch== | |
− | Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic | + | Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic Sensitivity]] of the target. |
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle. | Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle. | ||
− | + | ==Thump== | |
Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage. | Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage. | ||
− | + | == Vaporize == | |
{{Biotech|section=1}} | {{Biotech|section=1}} | ||
− | Vaporize damage is done by the [[hellsphere cannon]]. The default damage is 800, with | + | Vaporize damage is done by the [[hellsphere cannon]]. The default damage is 800, with ×100% {{AP}} multiplier, and a default stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and passable buildings such as armchairs, and 0.1x damage to corpses. |
It is resisted by heat armor and heats up the area in which it is fired.{{Check Tag|Detail needed}} | It is resisted by heat armor and heats up the area in which it is fired.{{Check Tag|Detail needed}} | ||
− | == Version history == | + | ==Version history== |
* Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above. | * Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above. | ||
* [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks. | * [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks. |