Damage is a weapon Stat that directly affects how many Life Points the target will lose upon a Successful Hit. Most weapons come with an amplitude of damage, and by default, there's an equal chance of scoring any damage rating in the borders of the listed amplitude. If there's any Armor rating present on the enemy, he suffers less damage than he would otherwise. Another correlating stat is Critical. If a Trooper scores a critical hit, he will score a Killshot, which essentially deals more damage. All damage is dealt directly on impact, except for Poisoning, which affects the target gradually.
Here's a list of weapon classes with highest maximum damage (amplitudes here show upper damage boundaries for comparison) sorted in descending order:
- Rocket Launchers (12~28), additional Fall Damage, double damage on Vehicles, no killshots.
- Shotguns (8~12), additional Fall Damage.
- Sniper Rifles (3~7), almost no amplitudes, meaning they have more or less persistent damage rates
- Assault Rifles (3~7).
- Gatling Guns (3~6).
- Handguns (3~6).
- Melee (4).
Individual pieces among and between classes would be better compared individually.
Ways to Alter Damage
- Using weapons with a high Critical stat (better odds of scoring a Killshot).
- Hitting targets non-critically in the head (+100%, more likely with Sniper Rifles and/or Anatomy).
- Hitting already injured limbs (+100%, more likely with Sniper Rifles, Anatomy, and/or Vicious).
- Hitting heavily injured limbs (+200%, more likely with Sniper Rifles, Anatomy, and/or Vicious).
- Utilizing Explosive Shells (+100%, 6 rounds).
- Utilizing a Voodoo Doll (+1 to all affected enemies).
- Upgrading to Fists of Fury (+1 for Fists, gives chance to disarm).
- Upgrading to Unforgiving (maximum damage to enemies that have already hit the trooper).
- Upgrading to Last Mohican (+100%, full clip bursts, all if last man standing).
- Upgrading to Death Grip (+1 for Fists, can't be disarmed, doesn't lose the target).
- Improving Armor rating (more damage deflected).
- Upgrading to Friendly Fire (no damage to friendlies).
- Wearing Helmets (shot-off in one hit to the head, taking which the wearer takes 1 by default (+100% for being actually shot to the head, which can be negated by Hard Boiled, while Full Metal Balaclava results in taking 0 because it blocks both headshot bonus and 1 ) and can't be Fatally Shot):
- Wearing Caps (no headshot bonus, shot-off in one hit to the head):