Difference between revisions of "Damage Types"

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Damage has a type to indicate if it is coming from small cannon fire, large cannon fire, explosions, etc. Some damage types are better than others against different types of vehicles, such as [[Mechs]], [[Vehicles#Tracked|tanks]], [[Vehicles#Hovercraft|light ground vehicles]], different types of [[Aerospace]] and [[VTOL]].
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<p>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]], [[Vehicles#Tracked|Tanks]], [[Vehicles#Hovercraft| Hovercrafts]], [[ASF | Aerospace fighters]] and [[VTOL]]s. To find out what type of damage different weapons deal, visit [[Weapons | weapon]] pages.</p>
  
 
==Table==
 
==Table==
  
The following table lists the damage multiplier for a given damage type against an armor class. The first number is used for primary damage (for example, the impact of a shell against a component), and the second number (in brackets) is used for secondary damage (for example, the splash damage from a shell explosion).
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<p>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).</p>
  
 
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==EMP Effect==
 
==EMP Effect==
  
In general, effects such as heating a target or causing cockpit shake on impact are determined independently of damage type. However, EMP damage causes an EMP "condition" that lasts for about 15 seconds and has at least three associated effects:
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<p>EMP damage causes an EMP "condition" that lasts for about 15 seconds and has at least three associated effects:
 
*[[Night vision]] will be disabled
 
*[[Night vision]] will be disabled
 
*[[Battle Armor]] powered suit "shield" will be reduced to zero for the duration
 
*[[Battle Armor]] powered suit "shield" will be reduced to zero for the duration
*A [[NARC]] will deactivate if the unit it is attached to is hit by EMP damage. This works on any [[NARC]], it does not mater if the [[NARC]] or the [[PPC|source of damage]] was friendly, an enemy or whatever. (So yes, you can ruin you own teams missile barrages with a careless [[PPC]] shot.)
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*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.</p>
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<br>
 
 
==Footnotes==
 
==Footnotes==
 
<span id="note1">[[ #Table | '''[1]''']] For [[Chevalier#Damage_Type_Modifiers | Chevalier]] and [[Mithras#Damage_Type_Modifiers | Mithras]] modifers, see their respective pages</span><br>
 
<span id="note1">[[ #Table | '''[1]''']] For [[Chevalier#Damage_Type_Modifiers | Chevalier]] and [[Mithras#Damage_Type_Modifiers | Mithras]] modifers, see their respective pages</span><br>
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<span id="note16">[[ #Table | '''[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]]</span><br>
 
<span id="note16">[[ #Table | '''[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]]</span><br>
  
<br>
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{{Navbox Gameplay Concepts}}
 
{{Navbox Gameplay Concepts}}
  
 
[[Category:Gameplay Concepts]]
 
[[Category:Gameplay Concepts]]

Revision as of 21:13, 10 May 2019

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) 4.0 (1.0) 4.5 (1.0) 5.0
Light Kinetic 1.0 (1.0) 1.0 (0.1) 1.15[2] (1.0) 1.3 (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) 1.0 (1.0)[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) 1.0 (1.0) 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) 1.0 (1.0) 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) 1.6 (1.0) 1.4 (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 0.01 (0.01) 0.05 (0.05) 0.01 (0.01) 0.01 (0.01) 1.0 (1.0) 0.01 (0.01) 1.0 (1.0) 1.0 (1.0) 2.0
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

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