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modding:xml:damage_descriptor [2014/12/27 04:40] – external edit 127.0.0.1modding:xml:damage_descriptor [2018/07/18 06:42] (current) – shieldPenetrate 0xabcdef
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 The following special damage modifiers are defined: The following special damage modifiers are defined:
  
-**blinding** This modifier does not affect shields, but if it strikes a target's armor, it blinds its short-range scanner. The chance that the target will be blinded depends on the level of blinding specified in the modifier:+**armor:[1-25]** This modifier adjusts the damage done to armor by a certain percentage depending on the difference between the modifier level and the armor level. For example, if "armor:10" damage hits a level 7 armor the difference is +3 levels. Conversely, if "armor:2" hits a level 5 armor, the difference is -3 levels. Consult the following table to determine the damage adjustment: 
 + 
 +  * <= -4 levels = 100% damage 
 +  * -3 levels = 150% damage 
 +  * -2 levels = 200% damage 
 +  * -1 level = 250% damage 
 +  * same level = 300% damage 
 +  * +1 level = 350% damage 
 +  * +2 levels = 400% damage 
 +  * +3 levels = 450% damage 
 +  * +4 levels = 500% damage 
 +  * Damage = Damage * (4 + Modifier - Armor) / 2 
 + 
 +**blinding:[1-7]** This modifier does not affect shields, but if it strikes a target's armor, it blinds its short-range scanner. The chance that the target will be blinded depends on the level of blinding specified in the modifier:
  
   * 1 = 4%   * 1 = 4%
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   * 6 = 144%   * 6 = 144%
   * 7 = 196%   * 7 = 196%
 +  * Chance (%) = 4 * Blinding² * BlindingDamageAdj / 100
 +  * Time (sec) = Damage / 2
 +  * Damage = 0
  
 The value above is modified by the armor's **blindingDamageAdj** attribute (e.g., if blindingDamageAdj="50" then the above values are multiplied by 50/100). Armor of level 6 and above is intrinsically immune to blinding damage (unless otherwise specified by a blindingDamageAdj attribute). The value above is modified by the armor's **blindingDamageAdj** attribute (e.g., if blindingDamageAdj="50" then the above values are multiplied by 50/100). Armor of level 6 and above is intrinsically immune to blinding damage (unless otherwise specified by a blindingDamageAdj attribute).
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 The blinding damage modifier is generally associated with the ion damage type. The blinding damage modifier is generally associated with the ion damage type.
  
-**device** If damage with this modifier strikes a target's armor, it has a chance of damaging a random device on the target. To determine the chance of damage, use the table under blinding damage and adjust it by the **deviceDamageAdj** attribute on the armor. Armor of level 11 and above is intrinsically immune to device damage. Like blinding damage, this damage modifier is generally associated with the ion damage type.+**device:[1-7]** If damage with this modifier strikes a target's armor, it has a chance of damaging a device on the target. The device is chosen randomly and it must be installed and damageable. The damage taken by the armor is also cut by half. To determine the chance of damage, use the table under blinding damage and adjust it by the **deviceDamageAdj** attribute on the armor. Armor of level 11 and above is intrinsically immune to device damage. Like blinding damage, this damage modifier is generally associated with the ion damage type.
  
-**deviceDisrupt** Device disrupt damage is similar to device damage above except the effect is not permanent. The affected device is disrupted for a number of seconds equal to twice the damage.+  Chance (%) = 4 DeviceDamage² DeviceDamageAdj / 100 
 +  Damage = Damage / 2
  
-**disintegration** Disintegration is a fearsome effect that instantly destroys an unshielded target hit by itCertain kinds of armor are immune to disintegration, but beyond that there is no chance of avoiding its effect. As of version 1.07 there are no levels in the effect--that is, "disintegration1" is the same as "disintegration7"For future compatibilityalways use "disintegration1".+**deviceDisrupt:[1-7]** Device disrupt damage is similar to device damage above except the effect is not permanent and the damage dealt is not halvedThe affected device is disrupted for a number of seconds equal to twice the damage. The device is chosen randomly and it must be installed and damageableAdditionally, if the device is disabled or damagedthen the attack will have no extra effectIf the device has been disrupted for more than 60 secondsthen it will be damaged the next time it is hit.
  
-**EMP** The EMP damage modifier causes a target to lose controlif it hits the target's armor. To determine the chance that a target will be affected, use the table under blinding damage and adjust it by the **EMPDamageAdj** attribute on the armor. Armor of level 9 and above is intrinsically immune to EMP damage, unless otherwise specified. The EMP effect lasts for a number of seconds equal to half the damage.+  * Chance (%) = 4 * DeviceDisrupt * DeviceDisrupt * DeviceDamageAdj / 100 
 +  * Time (sec) = 2 * Damage 
 + 
 +**disintegration:[1-7]** Disintegration is a fearsome effect that instantly destroys an unshielded target hit by it. Certain kinds of armor are immune to disintegration, but beyond that there is no chance of avoiding its effect. As of version 1.07 there are no levels in the effect--that is, "disintegration1" is the same as "disintegration7". For future compatibility, always use "disintegration1"
 + 
 +**EMP:[1-7]** The EMP damage modifier causes a target to lose control if it hits the target's armor. To determine the chance that a target will be affected, use the table under blinding damage and adjust it by the **EMPDamageAdj** attribute on the armor. Armor of level 9 and above is intrinsically immune to EMP damage, unless otherwise specified. The EMP effect lasts for a number of seconds equal to half the damage. 
 + 
 +  * Chance (%) = 4 * EMP² * EMPDamageAdj / 100 
 +  * Time (sec) = Damage / 2 
 +  * Damage = 0
  
 Like blinding damage, this modifier is incapable of doing damage to the target armor regardless of its damage value and is generally associated with the ion damage type. Like blinding damage, this modifier is incapable of doing damage to the target armor regardless of its damage value and is generally associated with the ion damage type.
  
-**mining** This modifier is used for mining devices. The chance that useable ore will be produced is depends on the mining level of the modifier and on the mining difficulty of the target. The base probability is determined from the modifier:+<del>**fuel:[1-7]**</del> 
 + 
 +**mining:[1-7]** This modifier is used for mining devices. The chance that useable ore will be produced is depends on the mining level of the modifier and on the mining difficulty of the target. The base probability is determined from the modifier:
  
   * 1 = 4%   * 1 = 4%
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   * 6 = 74%   * 6 = 74%
   * 7 = 100%   * 7 = 100%
 +  * Chance (%) = 2 * Mining² + 2
  
 When an object is hit with this effect, the <OnMining> event will be fired. When an object is hit with this effect, the <OnMining> event will be fired.
  
-**momentum** This modifier imparts momentum on to any object it hits. The momentum imparted is proportional to the square of the modifier level.+**momentum:[1-7]** This modifier imparts momentum on to any object it hits. The momentum imparted is proportional to the square of the modifier level.
  
-**radiation** When an unshielded target is hit with this effect, the target is contaminated by radiation. For future compatibility, always use "radiation1" for this effect.+**radiation:[1-7]** When an unshielded target is hit with this effect, the target is contaminated by radiation. Armor of level 7 and above is intrinsically immune to radiation. Radiation level does not make a difference. For future compatibility, always use "radiation1" for this effect.
  
-**shatter** This effect destroys an unshielded target massing less than a certain value. The mass value depends on the modifier level:+<del>**sensor**</del> 
 + 
 +**shatter:[1-7]** This effect destroys an unshielded target massing less than a certain value. The mass value depends on the modifier level:
  
   * 1 = <50 tons   * 1 = <50 tons
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   * 7 = <781,250 tons   * 7 = <781,250 tons
  
-**shield** This modifier multiplies the damage done when hitting shields. The amount of damage done to shields is increased by a certain percent depending on the difference between the damage modifier and the shield level. For example, if "shield5" damage hits a level 3 shield the difference is +2 levels. Conversely, if "shield3" hits a level 5 shield, the difference is -2 levels. Consult the following table to determine the damage increase:+**shield:[1-25]** This modifier adjusts the damage done to shields by a certain percentage depending on the difference between the modifier level and the shield level. For example, if "shield:5" damage hits a level 3 shield the difference is +2 levels. Conversely, if "shield:3" hits a level 5 shield, the difference is -2 levels. Consult the following table to determine the damage adjustment:
  
-  * <= -4 levels = no extra damage +  * <= -4 levels = 100% damage 
-  * -3 levels = 50extra damage +  * -3 levels = 150% damage 
-  * -2 levels = 100extra damage (damage is doubled) +  * -2 levels = 200% damage 
-  * -1 level = 150extra damage +  * -1 level = 250% damage 
-  * same level = 200extra damage (damage is trebled) +  * same level = 300% damage 
-  * +1 level = 250extra damage +  * +1 level = 350% damage 
-  * +2 levels = 300extra damage (damage is quadrupled) +  * +2 levels = 400% damage 
-  * +3 levels = 350extra damage +  * +3 levels = 450% damage 
-  * +4 levels = 400extra damage+  * +4 levels = 500% damage 
 +  * Damage = Damage * (4 + Modifier - Shield) / 2
  
 Note: In versions prior to 1.07 the calculation of extra damage was different. It used a formula of 1+((n*n)/2) to compute the effective level of the damage modifier. In 1.07 and above the damage modifier corresponds directly to a shield level. Any extension marked as 1.1 or above will use the new method; older extensions will use the backward-compatible calculation. Note: In versions prior to 1.07 the calculation of extra damage was different. It used a formula of 1+((n*n)/2) to compute the effective level of the damage modifier. In 1.07 and above the damage modifier corresponds directly to a shield level. Any extension marked as 1.1 or above will use the new method; older extensions will use the backward-compatible calculation.
  
-**WMD** Normally, weapons do not do very much damage to stations, because a weapon's area of effect is small compared to the size of a station. The WMD modifier specifies the percentage of the weapon's damage that will affect the station:+**shieldPenetrate:[1-7]**((https://github.com/kronosaur/Mammoth/blob/d698e4f2d812dcf91710615d9175285538f930c5/TSE/Damage.cpp#L98))((https://github.com/kronosaur/Mammoth/blob/16d54ea8751d95c8bf595e76264c5479a55d3800/Include/TSEWeaponFireDesc.h#L123))((https://github.com/kronosaur/Mammoth/blob/27f1b782e8ea8bee7c1a34dda38354d1b5f0bc30/TSE/CShieldClass.cpp#L250)) This allows damage to skip the shields and damage the armor directly. The chance of shield penetration depends on the remaining hp of the shields, the level difference between the weapon and the shields, and an adjustment based on the level of **shieldPenetrate.**
  
   * 1 = 4%   * 1 = 4%
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   * 6 = 74%   * 6 = 74%
   * 7 = 100%   * 7 = 100%
 +  * Chance = 2 * shieldPenetrate<sup>2</sup> + 2
 +
 +**WMD[1-7]** Normally, weapons do not do very much damage to stations, because a weapon's area of effect is small compared to the size of a station. The WMD modifier specifies the percentage of the weapon's damage that will affect the station:
 +
 +  * Default = 10%
 +  * 1 = 25%
 +  * 2 = 32%
 +  * 3 = 40%
 +  * 4 = 50%
 +  * 5 = 63%
 +  * 6 = 80%
 +  * 7 = 100%
 +
 +<del>**wormhole**</del>
  
 ===== See Also ===== ===== See Also =====
   * [[modding:XML:Weapon devices]]   * [[modding:XML:Weapon devices]]
modding/xml/damage_descriptor.1419655256.txt.gz · Last modified: 2017/01/30 21:01 (external edit)