Difference between revisions of "Damage"
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== Overview == | == Overview == | ||
+ | [[File:TO_Training_Damage.png|left]] | ||
'''Damage''' is a value, in [[Hit Points]], that directly reduces the Hit Point total of a target. If the target is reduced to zero, the target is defeated. Most damage can be decreased via [[Resistance (Mechanics)|resistance]] self-affecting powers, outside buffs, or [[inspirations]]. | '''Damage''' is a value, in [[Hit Points]], that directly reduces the Hit Point total of a target. If the target is reduced to zero, the target is defeated. Most damage can be decreased via [[Resistance (Mechanics)|resistance]] self-affecting powers, outside buffs, or [[inspirations]]. | ||
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== Damage Types == | == Damage Types == | ||
− | + | === Smashing Damage === | |
− | ===Smashing Damage=== | + | |
: Blunt force attacks. Typified by [[Brawl]] and other body-part attacks (kicks, punches, etc). | : Blunt force attacks. Typified by [[Brawl]] and other body-part attacks (kicks, punches, etc). | ||
: '''Example(s):''' [[Super Strength]], [[War Mace]] | : '''Example(s):''' [[Super Strength]], [[War Mace]] | ||
− | ===Lethal Damage=== | + | === Lethal Damage === |
: Piercing or cutting attacks. Typified by many weapon based attacks. A good way to remember: Blades and Bullets. Many Lethal attacks, but not all, can apply -Defense debuffs. | : Piercing or cutting attacks. Typified by many weapon based attacks. A good way to remember: Blades and Bullets. Many Lethal attacks, but not all, can apply -Defense debuffs. | ||
: '''Example(s):''' [[Broad Sword]], [[Archery]] | : '''Example(s):''' [[Broad Sword]], [[Archery]] | ||
− | ===Fire Damage=== | + | === Fire Damage === |
: An attack employing radical increase of temperature. Often associated with damage-over-time effects. | : An attack employing radical increase of temperature. Often associated with damage-over-time effects. | ||
: '''Example(s):''' [[Fire Blast]], [[Fire Control]] | : '''Example(s):''' [[Fire Blast]], [[Fire Control]] | ||
− | ===Cold Damage=== | + | === Cold Damage === |
: An attack employing radical decrease in temperature. Often associated with slowing of attack and/or movement rate. | : An attack employing radical decrease in temperature. Often associated with slowing of attack and/or movement rate. | ||
: '''Example(s):''' [[Ice Blast]], [[Ice Control]] | : '''Example(s):''' [[Ice Blast]], [[Ice Control]] | ||
− | ===Energy Damage=== | + | === Energy Damage === |
: An attack utilizing raw energy or an energy transfer. Often associated with [[Knockback]]/[[Knockdown]], [[Endurance Drain]], [[Sleep]], or [[Stun]] effects. | : An attack utilizing raw energy or an energy transfer. Often associated with [[Knockback]]/[[Knockdown]], [[Endurance Drain]], [[Sleep]], or [[Stun]] effects. | ||
: '''Example(s):''' [[Electric Melee]], [[Energy Blast]] | : '''Example(s):''' [[Electric Melee]], [[Energy Blast]] | ||
− | ===Negative Energy Damage=== | + | === Negative Energy Damage === |
: An attack of anti-energy, often drawn from the netherworld. [[Powerset]]s that deliver Negative Energy are often termed 'Dark'. Often associated with reduced [[Accuracy]]. | : An attack of anti-energy, often drawn from the netherworld. [[Powerset]]s that deliver Negative Energy are often termed 'Dark'. Often associated with reduced [[Accuracy]]. | ||
: '''Example(s):''' [[Dark Blast]], [[Dark Melee]] | : '''Example(s):''' [[Dark Blast]], [[Dark Melee]] | ||
− | ===Psionic Damage=== | + | === Psionic Damage === |
: An attack upon the mind. Characterized by the typical weakness of the attack, but the almost complete absence of defenses against it, as well as with slowing of attack. | : An attack upon the mind. Characterized by the typical weakness of the attack, but the almost complete absence of defenses against it, as well as with slowing of attack. | ||
: '''Example(s):''' [[Psychic Blast]], [[Mental Manipulation]] | : '''Example(s):''' [[Psychic Blast]], [[Mental Manipulation]] | ||
− | ===Toxic Damage=== | + | === Toxic Damage === |
: Poisonous attacks. The nature of toxins may be either biological or chemical. Toxic damage is unique in the respect that the game mechanics do not allow for any form of defense, so mitigation for toxic attacks is based on resistance to toxic damage or defense versus the melee/ranged/AoE nature of the attack. Often coupled with lethal damage. | : Poisonous attacks. The nature of toxins may be either biological or chemical. Toxic damage is unique in the respect that the game mechanics do not allow for any form of defense, so mitigation for toxic attacks is based on resistance to toxic damage or defense versus the melee/ranged/AoE nature of the attack. Often coupled with lethal damage. | ||
: '''Example(s):''' [[Spines]], [[Thorny Assault]] | : '''Example(s):''' [[Spines]], [[Thorny Assault]] | ||
− | ===Electrolytic Damage=== | + | === Electrolytic Damage === |
: Unique to [[Hamidon]]. These attacks can not be evaded and may only be resisted through use of [[Essence of the Earth]] inspirations. | : Unique to [[Hamidon]]. These attacks can not be evaded and may only be resisted through use of [[Essence of the Earth]] inspirations. | ||
: '''Example(s):''' [[Hamidon]], [[Devouring Earth#Mitochondria|Mitochondria]] | : '''Example(s):''' [[Hamidon]], [[Devouring Earth#Mitochondria|Mitochondria]] | ||
− | ===Prismatic Damage=== | + | === Prismatic Damage === |
: Unique to the [[Crystal Titan]]. These attacks can only be resisted through the use of [[Inspirations#Special Inspirations|Ambrosia]] inspirations. | : Unique to the [[Crystal Titan]]. These attacks can only be resisted through the use of [[Inspirations#Special Inspirations|Ambrosia]] inspirations. | ||
− | ===Unique2 Damage=== | + | === Unique2 Damage === |
: This is the special Radiation damage dealt by the [[Terra Volta]] Reactor Core. It can only be resisted by the Radiation Shield buff. | : This is the special Radiation damage dealt by the [[Terra Volta]] Reactor Core. It can only be resisted by the Radiation Shield buff. | ||
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== Buffs and Debuffs == | == Buffs and Debuffs == | ||
{{#dpl:title=Limits|include=#Damage}}<!-- Update the Limits "Damage" section to update this section. --> | {{#dpl:title=Limits|include=#Damage}}<!-- Update the Limits "Damage" section to update this section. --> | ||
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− | + | == Historical == | |
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− | ==Historical== | + | |
{{historical}} | {{historical}} | ||
− | ===Quantum Damage=== | + | |
+ | === Quantum Damage === | ||
: Formerly used by [[Void Hunters]] and [[Quantum]]-class enemies. These attacks dealt a great deal of un-resistible damage to Kheldians. It was replaced with normal '''Negative Energy Damage''' in the [[Patch Notes/2008-02-12|February 12, 2008]] patch. | : Formerly used by [[Void Hunters]] and [[Quantum]]-class enemies. These attacks dealt a great deal of un-resistible damage to Kheldians. It was replaced with normal '''Negative Energy Damage''' in the [[Patch Notes/2008-02-12|February 12, 2008]] patch. | ||
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+ | == See Also == | ||
+ | *[[Attack Mechanics]] | ||
+ | *[[Invention Origin Enhancement Proc Damage Scaling]] | ||
== External Links == | == External Links == |
Revision as of 01:59, 22 March 2012
Overview
Damage is a value, in Hit Points, that directly reduces the Hit Point total of a target. If the target is reduced to zero, the target is defeated. Most damage can be decreased via resistance self-affecting powers, outside buffs, or inspirations.
Damage Types
Smashing Damage
- Blunt force attacks. Typified by Brawl and other body-part attacks (kicks, punches, etc).
- Example(s): Super Strength, War Mace
Lethal Damage
- Piercing or cutting attacks. Typified by many weapon based attacks. A good way to remember: Blades and Bullets. Many Lethal attacks, but not all, can apply -Defense debuffs.
- Example(s): Broad Sword, Archery
Fire Damage
- An attack employing radical increase of temperature. Often associated with damage-over-time effects.
- Example(s): Fire Blast, Fire Control
Cold Damage
- An attack employing radical decrease in temperature. Often associated with slowing of attack and/or movement rate.
- Example(s): Ice Blast, Ice Control
Energy Damage
- An attack utilizing raw energy or an energy transfer. Often associated with Knockback/Knockdown, Endurance Drain, Sleep, or Stun effects.
- Example(s): Electric Melee, Energy Blast
Negative Energy Damage
- An attack of anti-energy, often drawn from the netherworld. Powersets that deliver Negative Energy are often termed 'Dark'. Often associated with reduced Accuracy.
- Example(s): Dark Blast, Dark Melee
Psionic Damage
- An attack upon the mind. Characterized by the typical weakness of the attack, but the almost complete absence of defenses against it, as well as with slowing of attack.
- Example(s): Psychic Blast, Mental Manipulation
Toxic Damage
- Poisonous attacks. The nature of toxins may be either biological or chemical. Toxic damage is unique in the respect that the game mechanics do not allow for any form of defense, so mitigation for toxic attacks is based on resistance to toxic damage or defense versus the melee/ranged/AoE nature of the attack. Often coupled with lethal damage.
- Example(s): Spines, Thorny Assault
Electrolytic Damage
- Unique to Hamidon. These attacks can not be evaded and may only be resisted through use of Essence of the Earth inspirations.
- Example(s): Hamidon, Mitochondria
Prismatic Damage
- Unique to the Crystal Titan. These attacks can only be resisted through the use of Ambrosia inspirations.
Unique2 Damage
- This is the special Radiation damage dealt by the Terra Volta Reactor Core. It can only be resisted by the Radiation Shield buff.
Damage Scale
The Damage Scale (also referred to as damage scalar) is a form of comparing attacks across archetypes (usually at level 50). There is no actual game mechanic that makes use of the damage scales, but they are used in the assignment of damage values for powers. Damage scales are expressed as multipliers relative to Blaster melee damage, with Blaster melee being expressed as 1.000. For example, if a Blaster uses a melee attack (1.000) and does 50.0 damage, a Brute using the same melee attack (0.750) would do 37.5 (50.0 * 0.750) damage.
Notes:
- While the melee archetypes are assigned ranged damage scales, these scales are never used. Ranged attacks on melee archetypes use the melee damage scale.
- Temporary Powers use normalized scales that result in the same damage output regardless of which archetype is using them.
Damage Scale by Archetype
The following table shows the melee and ranged damage scales for each archetype.
Heroes | ||
---|---|---|
Archetype | Melee | Range |
Blaster | 1.000 | 1.125 |
Controller | 0.550 | 0.550 |
Defender | 0.550 | 0.650 |
Scrapper | 1.125 | 0.500 |
Tanker | 0.800 | 0.500 |
Peacebringer | 0.850 | 0.800 |
Bright Nova | N/A | 1.200 |
White Dwarf | 1.000 | N/A |
Warshade | 0.850 | 0.800 |
Dark Nova | N/A | 1.200 |
Black Dwarf | 1.000 | N/A |
Pet | 1.000 | 0.800 |
Villains | ||
---|---|---|
Archetype | Melee | Range |
Corruptor | 0.750 | 0.750 |
Dominator | 1.050 | 0.950 |
Mastermind | 0.550 | 0.550 |
Henchman 1 | 0.450 | 0.350 |
Henchman 2 | 0.550 | 0.450 |
Henchman 3 | 0.650 | 0.550 |
Brute | 0.750 | 0.500 |
Stalker | 1.000 | 0.600 |
Arachnos Soldier | 1.000 | 1.000 |
Arachnos Widow | 1.000 | 1.000 |
Pet | 1.000 | 0.800 |
Buffs and Debuffs
Maximum
Maximum total Damage for players depends on Archetype and (usually) level.
Archetype | Maximum Damage |
---|---|
Brute | 775% |
Blaster, Corruptor, Scrapper, Stalker |
210% at level 1
500% at level 21+ |
all others | 200% at level 1
400% at level 21+ |
Notes:
- Attacks do 100% damage to start with (i.e. base, or 1x normal), not 0%. The amount of Damage bonus needed to reach the cap is 100% less than the cap itself.
- Enhancements count as damage buffs. If a character has +95% in damage enhancements, then, considering point number one, the character has 195% total damage buff.
- These maximums apply only to effects that increase the amount of damage an attack delivers. Reductions to an enemy's Resistances can cause that enemy to suffer damage beyond these maximums. So can effects that cause attacks to deliver damage more than once, such as Containment, Scourge, and Critical Hit.
- The Brute damage cap is set significantly higher than the other Archetypes to accomadate the mechanics of the Fury inherent power, which functions by applying a Damage buff that scales proportionally with the Brute's Fury level.
Minimum
Players and critters have a minimum damage of 10%.
Historical
Quantum Damage
- Formerly used by Void Hunters and Quantum-class enemies. These attacks dealt a great deal of un-resistible damage to Kheldians. It was replaced with normal Negative Energy Damage in the February 12, 2008 patch.