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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|Killshot]]s which essentially deal more damage. All damage is dealt directly on impact, short for [[Poison]]ing, which affects the target gradually.
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[[File:small_Damage.gif]] '''Damage''' is a weapon [[Stats|Stat]] that directly affects how many [[File:small_Health_Points.gif]] [[Life Point]]s the target will lose upon a [[Aim|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 [[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]]. If a Trooper scores a critical hit, he will score a [[File:small_Killshot.gif]] [[Critical#Killshot|Killshot]], which essentially deals more damage. All damage is dealt directly on impact, except 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:
* [[File:gen_Rocket_Launcher.gif]] [[Rocket Launcher (class)|Rocket Launcher]]s (12~28), additional [[Fall Damage]], no killshots.
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* [[File:gen_Rocket_Launcher.gif]] [[Rocket Launcher (class)|Rocket Launchers]] (12~28), additional [[Fall Damage]], double damage on [[File:Veh_Truck.gif]] [[Vehicle]]s, no killshots.
* [[File:gen_Shotgun.gif]] [[Shotgun (class)|Shotgun]]s (8~12), additional [[Fall Damage]].
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* [[File:gen_Shotgun.gif]] [[Shotgun (class)|Shotguns]] (8~12), additional [[Fall Damage]].
* [[File:gen_Sniper_Rifle.gif]] [[Sniper Rifle (class)|Sniper Rifle]]s (3~7), almost no amplitudes, meaning they have more or less persistent damage rates
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* [[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 Rifle]]s (3~7).
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* [[File:gen_SMG.gif]] [[Assault Rifle (class)|Assault Rifles]] (3~7).
* [[File:gen_Gatling.gif]] [[Gatling Gun (class)|Gatling Gun]]s (3~6).
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* [[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).
 
* [[File:gen_Knife.gif]] [[Melee]] (4).
 
* [[File:gen_Knife.gif]] [[Melee]] (4).
Individual pieces among and between classes would better be compared individually.
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Individual pieces among and between classes would be better compared individually.
   
 
== Ways to Alter Damage ==
 
== Ways to Alter Damage ==
 
=== Improving ===
 
=== Improving ===
* 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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* Using weapons with a high [[File:small_Critical.gif]] [[Critical]] stat (better odds of scoring a [[File:small_Killshot.gif]] [[Critical#Killshot|Killshot]]).
* Hitting targets non-critically in the head (+100%, more likely with [[File:gen_Sniper_Rifle.gif]] [[Sniper Rifle (class)|Sniper Rifle]]s and/or [[File:gen_Ability.gif]] [[Anatomy]]).
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* 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 Rifle]]s, [[File:gen_Ability.gif]] [[Anatomy]], and/or [[File:gen_Ability.gif]] [[Vicious]]).
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* 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 Rifle]]s, [[File:gen_Ability.gif]] [[Anatomy]], and/or [[File:gen_Ability.gif]] [[Vicious]]).
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* 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).
 
* 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).
* Upgrading to [[File:gen_Ability.gif]] [[Fists of Fury]] (+1 for [[File:wpn_Fist.gif]] [[Fists]], chance to disarm).
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* Upgrading to [[File:gen_Ability.gif]] [[Fists of Fury]] (+1 for [[File:wpn_Fist.gif]] [[Fists]], gives chance to disarm).
* Upgrading to [[File:gen_Ability.gif]] [[Unforgiving]] (maximum damage to enemies the trooper has already hit).
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* Upgrading to [[File:gen_Ability.gif]] [[Unforgiving]] (maximum damage to enemies that have already hit the trooper).
 
* Upgrading to [[File:gen_Ability.gif]] [[Last Mohican]] (+100%, full clip bursts, all if last man standing).
 
* Upgrading to [[File:gen_Ability.gif]] [[Last Mohican]] (+100%, full clip bursts, all if last man standing).
* Upgrading to [[File:gen_Ability.gif]] [[Death Grip]] (+1 for [[File:wpn_Fist.gif]] [[Fists]], can't be disarmed, doesn't lose target).
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* Upgrading to [[File:gen_Ability.gif]] [[Death Grip]] (+1 for [[File:wpn_Fist.gif]] [[Fists]], can't be disarmed, doesn't lose the target).
   
=== Deteriorating ===
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=== Decreasing ===
   
 
[[File:screen_Helmet-Shot.gif|260px|thumb|Protective effects of a [[File:helm_Soldier.gif]] [[Soldier]] helmet. Shot with a [[File:wpn_Sniper.gif]] [[Sniper]] (4 [[File:small_Damage.gif]]) loaded with [[File:item_Hydroshock_Shells.gif]] [[Hydroshock Shells]] (=x60[[File:small_Critical.gif]]).]]
 
[[File:screen_Helmet-Shot.gif|260px|thumb|Protective effects of a [[File:helm_Soldier.gif]] [[Soldier]] helmet. Shot with a [[File:wpn_Sniper.gif]] [[Sniper]] (4 [[File:small_Damage.gif]]) loaded with [[File:item_Hydroshock_Shells.gif]] [[Hydroshock Shells]] (=x60[[File:small_Critical.gif]]).]]
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** [[File:helm_Spy.gif]] [[Spy]].
 
** [[File:helm_Spy.gif]] [[Spy]].
 
* Wearing [[:Category:Specialization|Caps]] (no headshot bonus, shot-off in one hit to the head):
 
* Wearing [[:Category:Specialization|Caps]] (no headshot bonus, shot-off in one hit to the head):
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[[File:Minitroopers_Comm._Officer_Helm.png|260px|thumb|'''Exception:''' The helmet doesn't protect [[Comms. Officier|Comms. Officer]] and [[Scout]] from Fatal Shot.]]
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** [[File:helm_Comms_Officer.gif]] [[Comms. Officier]].
 
** [[File:helm_Comms_Officer.gif]] [[Comms. Officier]].
 
** [[File:helm_Scout.gif]] [[Scout]].
 
** [[File:helm_Scout.gif]] [[Scout]].

Latest revision as of 23:13, 30 August 2013

Small Damage Damage is a weapon Stat that directly affects how many Small Health Points 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 Small Armor Armor rating present on the enemy, he suffers less damage than he would otherwise. Another correlating stat is Small Critical Critical. If a Trooper scores a critical hit, he will score a Small Killshot 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:

Individual pieces among and between classes would be better compared individually.

Ways to Alter Damage

Improving

Decreasing

Screen Helmet-Shot

Protective effects of a Helm Soldier Soldier helmet. Shot with a Wpn Sniper Sniper (4 Small Damage) loaded with Item Hydroshock Shells Hydroshock Shells (=x60Small Critical).

Minitroopers Comm

Exception: The helmet doesn't protect Comms. Officer and Scout from Fatal Shot.