Editing Damage Types

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== General mechanics ==  
 
== General mechanics ==  
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of .8-1.15 before application.
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Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects.  
  
 
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes.  
 
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes.  
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=== Bomb ===
 
=== 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 {{AP}} of 10% and 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. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For ''each'' internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).
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Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and 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. Each hit picks 1-4 random unconnected body part targets to affect (either internal or external). Then splits the damage evenly across those parts. Then rolls for armor penetration for each hit. If an internal part takes damage, the damage value will then be duplicated to the parent part (this is bonus damage).
 
 
=== Bullet ===
 
Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).
 
  
 
=== Burn ===
 
=== Burn ===
 
Identical to [[#Flame|Flame]] except that it cannot ignite targets.
 
Identical to [[#Flame|Flame]] except that it cannot ignite targets.
 
=== Cut ===
 
Each hit rolls 0-100 for how many parts the strike damages. Result 0 - 59 is 1 target.. 60-89 is 2.. 90-99 is 3.. exactly 100 is 4 parts hit. If it's more than 1 target, multiply the damage of the hit by 1.4. Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones).
 
  
 
=== Demolish ===
 
=== Demolish ===

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