Difference between revisions of "Damage Types"

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! style="font-size:14px" | '''Kinetic'''
 
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! style="font-size:14px" | '''Kinetic&#8209;air'''
 
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| 1.71<sup>[[ #note17 |[17]]]</sup> (1.0) <!-- average value ; 1.75(Assault asf)-1.8(Heavy)-1.7(Medium)-1.6(Light) -->
 
| 1.71<sup>[[ #note17 |[17]]]</sup> (1.0) <!-- average value ; 1.75(Assault asf)-1.8(Heavy)-1.7(Medium)-1.6(Light) -->
 
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! style="font-size:14px" | '''Energy&#8209;BLaz'''
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! style="font-size:14px" | '''Flame'''
 
! style="font-size:14px" | '''Flame'''
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{{Version tag | Width = 1260px | What = modifiers |Version130=0.13.0}}
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{{Version tag | Width = 1260px | What = modifiers |Version1410=0.15.3}}
  
 
==EMP Effect==
 
==EMP Effect==

Latest revision as of 23:46, 14 August 2022

Different damage types are used to indicate if the damage is caused by missile explosion, collision, laser beam, projectile hit, etc. More importantly, some damage types are more effective than others against different assets (or even different parts of assets), such as Mechs, Tanks, Hovercrafts, Aerospace fighters and VTOLs. To find out what type of damage different weapons deal, visit weapon pages.

Table

The following table lists the damage multipliers for a given damage type against different armor types. The first number is used for primary damage (direct contact and/or splash), and the second value (in brackets) for secondary damage (splash).

[Show/Hide]

Damage Type
Armor Type
Mech Mech Head Tank[1] Hovercraft APC Long Tom ASF VTOL BA
Mgun 0.7 (0.1) 0.7 (0.1) 0.7 (0.1) 0.7 (0.1) 0.7 (0.1) 0.7 (0.1) 3.0 (1.0) 3.15 (1.0) 5.0
Light Kinetic 1.0 (1.0) 1.0 (0.1) 1.15[2] (1.0) 1.2 (0.1) 1.5 (0.3) 1.0 (1.0) 1.95[3] (1.0) 1.6 (1.0) 1.6
Kinetic 1.0 (1.0) 0.7 (0.4) 1.0 (1.0) 1.0 (1.0) 0.8 (0.8) 1.0 (1.0) 1.8[5] (1.0) 1.2 (1.0) 1.8
Heavy Kinetic 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.6 (1.0) 1.2 (1.0) 0.8
Kinetic‑air 1.0 (1.0) 0.7 (0.4) 1.2 (1.0) 1.2 (1.0) 1.0 (1.0) 1.0 (1.0) 1.4[6] (1.0) 1.2 (1.0) 1.5
Flak 1.0 (1.0) 1.0 (1.0)[7] 1.75[8] (1.0) 1.2[9] (1.0) 0.1 (0.1) 1.2[10] (1.0) 2.12[11] (1.0) 1.6 (0.5) 1.0
Missile 1.0 (1.0) 0.5 (0.6)[12] 1.0 (1.0) 1.0 (1.0) 0.8 (0.8) 0.6 (0.6) 1.0 (1.0) 0.8 (0.8) 1.0
Frag 0.05 (0.05) 0.05 (0.05) 0.05 (0.05) 0.05 (0.05) 0.05 (0.05)[13] 0.05 (0.05) 0.1 (0.1) 0.05 (0.05) 0.7
Energy 1.0 (1.0) 0.5 (0.4) 1.0 (1.0) 1.0 (1.0) 0.8 (0.8) 1.0 (1.0) 1.26[14] (1.0) 1.0 (1.0) 0.8
Energy‑air 1.0 (1.0) 0.5 (0.4) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.71[17] (1.0) 1.4 (1.0) 1.0
Energy‑BLaz 1.0 (0.4) 0.65 (1.0) 1.2 (1.0) 1.2 (1.0) 1.1 (1.0) 1.4 (1.0) 1.43 1.2 (1.0) 1.0
EMP 1.0 (1.0) 0.5 (0.4)[15] 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.0 (1.0) 1.4 (1.4) 1.0 (1.0) 1.0
Flame 0.025 (0.025) 0.025 (0.025) 0.025 (0.025) 0.025 (0.025) 0.025 (0.025) 0.025 (0.025) 1.0 (1.0) 1.0 (1.0) 1.0
Collision 0.05 (0.05) 1.0 (1.0) 0.05 (0.05) 0.05 (0.05) 0.05 (0.05) 0.05 (0.05) 1.25 (1.0)[16] 1.0 (1.5) 0.8
All modifiers are current as of release 0.15.3

EMP Effect

EMP damage causes an EMP "condition" that lasts for about 15 seconds and has at least three associated effects:

  • Night vision will be disabled
  • Battle Armor powered suit "shield" will be reduced to zero for the duration
  • A NARC beacon will deactivate if the unit it is attached to is hit by EMP damage. It doesn't matter if the EMP damage is dealt by teammate or the enemy, so it's possible to disable NARC bacons from friendly units by shooting them (preferably only once) with PPC. Of course it also means that it's possible to ruin your own team missile barrages by disabling the beacon attached to enemy unit with a careless PPC shot.

Footnotes

[1] For Chevalier and Mithras modifers, see their respective pages
[2] 1.3 Hull, except Rommel and Huit
[3] Average modifier ; 1.85 Xerxes, Shiva - 1.95 Rusalka, Visigoth - 2.05 Avar, Sparrowhawk, Corsair, Sulla
[4] 0.8 (0.8) Hollander II
[5] Average modifier ; 1.75 Xerxes, Shiva - 1.8 Rusalka, Visigoth - 1.85 Avar, Sparrowhawk, Corsair, Sulla
[6] Average modifier ; 1.3 Xerxes, Shiva - 1.4 Avar, Sparrowhawk - 1.5 Rusalka,Visigoth, Corsair, Sulla
[7] 0.03 (0.03) Cauldron-Born, Cougar, Puma, Awesome, Bushwacker, Catapult, Chimera, Raven, Warhammer
[8] Average modifier ; 2.25 Sides - 3.0 Back - 1.5 Turret - 1.0 Front and Hull ; Hovercraft modifiers for Huit
[9] Average modifier ; 1.3 Sides - 1.6 Back - 1.15 Turret - 1.0 Front and Hull ; Hephaestus Front 0.1 ; Regulator all modifiers 0.1
[10] Average modifier ; 1.3 Sides - 1.6 Back - 1.15 Turret - 1.0 Front and Hull
[11] Average modifier ; 1.75 Avar, Sparrowhawk - 2.0 Corsair, Sulla - 2.25 Rusalka, Visigoth - 2.5 Xerxes, Shiva
[12] 0.4 (0.4) Masakari - 0.8 (0.6) Hollander II
[13] 0.025 (0.015) Hull
[14] Average modifier ; 1.1 Xerxes, Shiva - 1.2 Rusalka, Visigoth, Sparrowhawk - 1.3 Avar - 1.5 Corsair, Sulla
[15] 1.0 (1.0) Solitaire, Anubis
[16] Average modifier ; 0.75 (0.5) Xerxes, Shiva - 1.0 (1.0) Rusalka, Visigoth [25 for wings] - 1.25 (1.0) Corsair, Sulla - 2.0 (1.0) Avar, Sparrowhawk
[17] Average modifier ; 1.75 (Assault ASFs) - 1.8 (Heavy ASFs) - 1.7 (Medium ASFs) - 1.6 (Light ASFs)