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Damage and damage types
Damage is straight profit stat.
There are 6 damage types. Each damage type has its own crushing hit:
- Physical - crit
- Cold - shatter
- Fire - burn
- Electricity - arcing current
- Radiation - irradiation
- Nanite - swarm
Crushing hit is "crit-like" mechanic. It can be triggered by chance or by striking into weak spots (i.e. head, core etc.).
Critical hit deal 75% more damage. Also crit applies Crit weakness for 15 second. Crit weakness adds 5% to crit multiplier per 1% total life pool taken as initial crush damage.
Shatter applies fragility which deal 5% of total life pool damage per 1m travel distance. Duration is 1 second per 5% of total life pool taken as initial crush damage.
Target affected by burn has additional 35% chance recieve fire crushing hit. Also each burn deal damage equal to 120% of initial crush damage over 7 seconds. Each burn is calculated separately and has its own duration.
Arcing current deal damage to surrounding targets based on conductivity. Any damage that can crush can arc. Conductivity is determined by percent of total life pool taken as electricity crush damage. Conductivity lasts 45 seconds from first electricity crush. Each 1% of total life pool taken as electricity crush damage adds 1.25% to arc damage. Base conductivity is 45%.
Irradiation deal additional damage based of initial crush damage straight to life ignoring energy shield. Also irradiation applies Irradiation weakness for 7.5 second. Irradiation weakness adds 1.5% to irradiation multiplier per 1% energy shield pool taken as initial crush damage. Base irradiation multiplier is 55%.
Swarm sets death threshold. 1% of total life pool taken as initial crush damage scales threshold by 0.25%. Base threshold is 7.5%. Base duration is 20 seconds. If target already has swarm effect new one will refresh duration and add to the current threshold.