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− | [[File:small_Damage.gif]] '''Damage''' is a weapon [[Stats|Stat]] which directly affects how many [[File:small_Health_Points.gif]] [[Life Point]]s the target can lose in case of a [[Aim|Successful Hit]]. Most weapons come with an amplitude of damage, and by default there are equal chances to score any damage lying in borders or the listed amplitude. If there's any [[File:small_Armor.gif]] [[Armor]] rating present on the enemy, he suffers less damage than he would otherwise. Another correlating stat is [[File:small_Critical.gif]] [[Critical]], as scoring critical hit your troopers score [[File:small_Killshot.gif]] [[Critical#Killshot| |
+ | [[File:small_Damage.gif]] '''Damage''' is a weapon [[Stats|Stat]] which directly affects how many [[File:small_Health_Points.gif]] [[Life Point]]s the target can lose in case of a [[Aim|Successful Hit]]. Most weapons come with an amplitude of damage, and by default there are equal chances to score any damage lying in borders or the listed amplitude. If there's any [[File:small_Armor.gif]] [[Armor]] rating present on the enemy, he suffers less damage than he would otherwise. Another correlating stat is [[File:small_Critical.gif]] [[Critical]], as scoring critical hit your troopers score [[File:small_Killshot.gif]] [[Critical#Killshot|Killshots]] which essentially deal more damage. All damage is dealt directly on impact, short for [[Poison]]ing, 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: |
Here's a list of weapon classes with highest maximum damage (amplitudes here show upper damage boundaries for comparison) sorted in descending order: |
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− | * [[File:gen_Rocket_Launcher.gif]] [[Rocket Launcher (class)|Rocket |
+ | * [[File:gen_Rocket_Launcher.gif]] [[Rocket Launcher (class)|Rocket Launchers]] (12~28), additional [[Fall Damage]], double damage on [[Vehicles]], no killshots. |
− | * [[File:gen_Shotgun.gif]] [[Shotgun (class)| |
+ | * [[File:gen_Shotgun.gif]] [[Shotgun (class)|Shotguns]] (8~12), additional [[Fall Damage]]. |
− | * [[File:gen_Sniper_Rifle.gif]] [[Sniper Rifle (class)|Sniper |
+ | * [[File:gen_Sniper_Rifle.gif]] [[Sniper Rifle (class)|Sniper Rifles]] (3~7), almost no amplitudes, meaning they have more or less persistent damage rates |
− | * [[File:gen_SMG.gif]] [[Assault Rifle (class)|Assault |
+ | * [[File:gen_SMG.gif]] [[Assault Rifle (class)|Assault Rifles]] (3~7). |
− | * [[File:gen_Gatling.gif]] [[Gatling Gun (class)|Gatling |
+ | * [[File:gen_Gatling.gif]] [[Gatling Gun (class)|Gatling Guns]] (3~6). |
* [[File:gen_Handgun.gif|link=:Category:Handguns]] [[:Category:Handguns|Handguns]] (3~6). |
* [[File:gen_Handgun.gif|link=:Category:Handguns]] [[:Category:Handguns|Handguns]] (3~6). |
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* [[File:gen_Knife.gif]] [[Melee]] (4). |
* [[File:gen_Knife.gif]] [[Melee]] (4). |
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=== Improving === |
=== Improving === |
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* Using weapons with high [[File:small_Critical.gif]] [[Critical]] stat (better odd to score a [[File:small_Killshot.gif]] [[Critical#Killshot|Killshot]]). |
* Using weapons with high [[File:small_Critical.gif]] [[Critical]] stat (better odd to score a [[File:small_Killshot.gif]] [[Critical#Killshot|Killshot]]). |
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− | * Hitting targets non-critically in the head (+100%, more likely with [[File:gen_Sniper_Rifle.gif]] [[Sniper Rifle (class)|Sniper |
+ | * Hitting targets non-critically in the head (+100%, more likely with [[File:gen_Sniper_Rifle.gif]] [[Sniper Rifle (class)|Sniper Rifles]] and/or [[File:gen_Ability.gif]] [[Anatomy]]). |
− | * Hitting already injured limbs (+100%, more likely with [[File:gen_Sniper_Rifle.gif]] [[Sniper Rifle (class)|Sniper |
+ | * Hitting already injured limbs (+100%, more likely with [[File:gen_Sniper_Rifle.gif]] [[Sniper Rifle (class)|Sniper Rifles]], [[File:gen_Ability.gif]] [[Anatomy]], and/or [[File:gen_Ability.gif]] [[Vicious]]). |
− | * Hitting heavily injured limbs (+200%, more likely with [[File:gen_Sniper_Rifle.gif]] [[Sniper Rifle (class)|Sniper |
+ | * Hitting heavily injured limbs (+200%, more likely with [[File:gen_Sniper_Rifle.gif]] [[Sniper Rifle (class)|Sniper Rifles]], [[File:gen_Ability.gif]] [[Anatomy]], and/or [[File:gen_Ability.gif]] [[Vicious]]). |
* Utilizing [[File:item_Explosive_Shells.gif]] [[Explosive shells|Explosive Shells]] (+100%, 6 rounds). |
* Utilizing [[File:item_Explosive_Shells.gif]] [[Explosive shells|Explosive Shells]] (+100%, 6 rounds). |
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* Utilizing a [[File:item_Voodoo_Doll.gif]] [[Voodoo Doll]] (+1 to all affected enemies). |
* Utilizing a [[File:item_Voodoo_Doll.gif]] [[Voodoo Doll]] (+1 to all affected enemies). |
Revision as of 12:10, 14 June 2012
Damage is a weapon Stat which directly affects how many Life Points the target can lose in case of a Successful Hit. Most weapons come with an amplitude of damage, and by default there are equal chances to score any damage lying in borders or 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, as scoring critical hit your troopers score Killshots which essentially deal more damage. All damage is dealt directly on impact, short 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 better be compared individually.
Ways to Alter Damage
Improving
- Using weapons with high Critical stat (better odd to score 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, chance to disarm).
- Upgrading to Unforgiving (maximum damage to enemies the trooper has already hit).
- 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 target).
Deteriorating
- 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):
- Wearing Heavy Armor (-1 for all direct impacts, Poison needs confirmation).
- Upgrading to Fall Guy (negates damage taken by vehicle operators at the moment of destruction, Fall Damage remains intact).