Difference between revisions of "Damage Types"

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(Fixed a few issues and added exceptions)
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Unbuilt structures start with a low amount of health that gradually increases as the structure is being built. Unbuilt structures will only be healed or repaired if they receive damage, otherwise health will increase along with the building progress.
 
Unbuilt structures start with a low amount of health that gradually increases as the structure is being built. Unbuilt structures will only be healed or repaired if they receive damage, otherwise health will increase along with the building progress.
 
===Low Health Indication===
 
 
Players retain their ability to move, aim, and attack across all levels of health while alive. However, at lower levels of health, the player's vision and hearing become gradually more filtered. The screen begins to tint red, and external noises become muted and less noticeable. This system serves as a warning for players who forget to watch their health closely, and also adds an additional element of vulnerability to injured players.
 
  
 
===Death===
 
===Death===
  
Once the player, unit, or structure's health reaches to 0, regardless of the amount of armour still intact, the player, unit, or structure will collapse and die. A Marine will then respawn at an [[Infantry Portal]] and an Alien will hatch as a skulk from an [[Egg]].
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Once the player, unit, or structure's health reaches to 0, regardless of the amount of armor still intact, the player, unit, or structure will collapse and die. A Marine will then respawn at an [[Infantry Portal]] and an Alien will hatch as a skulk from an [[Egg]].
  
 
== Armor ==
 
== Armor ==
  
[[File:Icon armour.gif]] '''Armour''' is the secondary indicator of a player, unit, or structure's integrity. armour reduces the amount of damage dealt to health depending on the damage type involved.
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[[File:Icon armour.gif]] '''Armour''' is the secondary indicator of a player, unit, or structure's integrity. Armour reduces the amount of damage dealt to health by 70% by default for players. The only exceptions to this rule are Fade swipes against structures (90%) and crush (increases armor percent by 7% per level).
  
 
Players and units spawn with full armour, and lose armour when hit by attacks from enemy players or structures.
 
Players and units spawn with full armour, and lose armour when hit by attacks from enemy players or structures.
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=== Effective Health ===
 
=== Effective Health ===
  
Due to the nature of different damage types, armour can be considered an extension of health. For example, using the '''Normal''' damage type, that causes 1 armour point to absorb 2 points of damage, a [[Marine]] with 100 health and 30 armour can be considered to have an effective health of 100 + 2(30) = 160 EHP, but only against Normal and all special damage type attacks.
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Due to the nature of different damage types, armour can be considered an extension of health. For example, using the '''Normal''' damage type, that causes 1 armour point to absorb 2 points of damage, a [[Marine]] with 100 health and 30 armour can be considered to have an effective health of 100 + 2(30) = 160 EHP against most attacks.
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=== Other Effects and Exceptions ===
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Some abilities and units change the way damage is dealt or received.
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* [[Mucous Membrane]] negates all damage a unit receives until a threshold is reached.
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* [[Exosuits]] only have armor and only die when their armor reaches 0.
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* [[ARC]]s only have armor when undeployed.
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* [[Nanoshield]] reduces all damage by 32% while active.
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* [[Gorge#Babblers]] cannot take more than 5 damage per instance, even from a fully charged railgun shot.
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* [[Gorge#Clogs]] cannot take more than 50 damage per instance.
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* [[Lerk#Umbra]] reduces all damage an affected unit takes from bullet weapons by 25%
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* [[Lerk#Spores]] and the poison from the [[Lerk#Poison_bite]] bypass armor.
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* [[Onos#Bone_Shield]] reduces damage from the front of an Onos by 80% for most damage sources
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* Map hazards such as the lava falls on [[ns2_refinery]] reduce armor and health directly by a percentage.
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* Self damage from a marine grenade deals only 33% damage
  
 
==List of Damage Types==
 
==List of Damage Types==
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Armor typically absorbs 70% of incoming attacks, and the remaining 30% affects health. Damage types typically do not affect this damage distribution.
  
 
{{Damage Types Table}}
 
{{Damage Types Table}}

Revision as of 18:00, 24 November 2017

Damage Types are damage modifiers that apply to all Marine and Alien weapon/ability damage, which determine the amount of damage inflicted on players, units, and structures' Health and Armour values.

Health

Icon health.gif Health is the primary indicator of a player, unit, or structure's well-being. Players and units spawn with full health, and lose health when hit by attacks from enemy players or structures such as Sentries, Hydras, and Whips.

Unbuilt structures start with a low amount of health that gradually increases as the structure is being built. Unbuilt structures will only be healed or repaired if they receive damage, otherwise health will increase along with the building progress.

Death

Once the player, unit, or structure's health reaches to 0, regardless of the amount of armor still intact, the player, unit, or structure will collapse and die. A Marine will then respawn at an Infantry Portal and an Alien will hatch as a skulk from an Egg.

Armor

Icon armour.gif Armour is the secondary indicator of a player, unit, or structure's integrity. Armour reduces the amount of damage dealt to health by 70% by default for players. The only exceptions to this rule are Fade swipes against structures (90%) and crush (increases armor percent by 7% per level).

Players and units spawn with full armour, and lose armour when hit by attacks from enemy players or structures.

Unbuilt structures start with a low amount of armour that gradually increases as the structure is being built. Unbuilt structures will only be healed or repaired if they receive damage, otherwise armour will increase along with the building progress.

Effective Health

Due to the nature of different damage types, armour can be considered an extension of health. For example, using the Normal damage type, that causes 1 armour point to absorb 2 points of damage, a Marine with 100 health and 30 armour can be considered to have an effective health of 100 + 2(30) = 160 EHP against most attacks.

Other Effects and Exceptions

Some abilities and units change the way damage is dealt or received.

  • Mucous Membrane negates all damage a unit receives until a threshold is reached.
  • Exosuits only have armor and only die when their armor reaches 0.
  • ARCs only have armor when undeployed.
  • Nanoshield reduces all damage by 32% while active.
  • Gorge#Babblers cannot take more than 5 damage per instance, even from a fully charged railgun shot.
  • Gorge#Clogs cannot take more than 50 damage per instance.
  • Lerk#Umbra reduces all damage an affected unit takes from bullet weapons by 25%
  • Lerk#Spores and the poison from the Lerk#Poison_bite bypass armor.
  • Onos#Bone_Shield reduces damage from the front of an Onos by 80% for most damage sources
  • Map hazards such as the lava falls on ns2_refinery reduce armor and health directly by a percentage.
  • Self damage from a marine grenade deals only 33% damage

List of Damage Types

Armor typically absorbs 70% of incoming attacks, and the remaining 30% affects health. Damage types typically do not affect this damage distribution.

Template:Damage Types Table