Difference between revisions of "Damage Types"

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m (Table: tanks column updated, added Kinetic-Air and Flak damage types)
m (Table: updated LTA and APC)
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|-
 
|-
 
! Light Kinetic
 
! Light Kinetic
| 1.0, 1.0 <br>head: 1.0, 0.1 || 1.5, 0.3 || 1.5, 0.1 || 1.0, 1.0 || 1.15, 1.0 <br>Hull: 1.3, 1.0 <br>(except [[Rommel]] and [[Huit]]) || 3.5, 1.0 || 2.25, 1.0
+
| 1.0, 1.0 <br>head: 1.0, 0.1 || 1.5, 0.3 || 1.5, 0.1 || 1.0, 1.0 || 1.15, 1.0 <br>Hull: 1.3, 1.0 (except [[Rommel]] and [[Huit]]) || 3.5, 1.0 || 2.25, 1.0
 
|-
 
|-
 
! Kinetic-Air
 
! Kinetic-Air
| || || || || 1.2, 1.0 || ||
+
| || 1.0, 1.0 || || 1.0, 1.0 || 1.2, 1.0 || ||  
 
|-
 
|-
 
! Kinetic
 
! Kinetic
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|-
 
|-
 
! Flak
 
! Flak
|  || ||  || || Turret: 1.5, 1.0 ([[Chevalier]], [[Mithras]]: 1.15, 1.0) <br>Sides: 2.25, 1.0 (Chevalier, Mithras, Huit: 1.3, 1.0) <br>Back: 3.0, 1.0 (Chevalier, Mithras, Huit: 1.6, 1.0) <br>Front: 1.0, 1.0 (Chevalier: 0.2, 0.2; Huit: 1.0, 1.0) <br>Hull: 1.0, 1.0 ||  ||  
+
|  || 0.1, 0.1 ||  || Turret: 1.15, 1.0 <br>Sides: 1.3, 1.0 <br>Back: 1.6, 1.0 <br>Front, Hull: 1.0, 1.0 || Turret: 1.5, 1.0 ([[Chevalier]], [[Mithras]]: 1.15, 1.0) <br>Sides: 2.25, 1.0 (Chevalier, Mithras, Huit: 1.3, 1.0) <br>Back: 3.0, 1.0 (Chevalier, Mithras, Huit: 1.6, 1.0) <br>Front: 1.0, 1.0 (Chevalier: 0.2, 0.2; Huit: 1.0, 1.0) <br>Hull: 1.0, 1.0 ||  ||  
 
|-
 
|-
 
! Missile
 
! Missile
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|-
 
! Energy
 
! Energy
| 1.0, 1.0 <br>head: 0.5, 0.4 || 0.8, 0.8 || 1.0, 1.0 || 1.0, 1.0 || 1.0, 1.0 <br>Chevalier, Mithras: 1.0, 0.75; <br>Sides: 1.0, 0.5 || 1.25, 0.0 || 1.15, 0.0
+
| 1.0, 1.0 <br>head: 0.5, 0.4 || 0.8, 0.8 || 1.0, 1.0 || 1.0, 1.0 || 1.0, 1.0 <br>Chevalier, Mithras: 1.0, 0.75; Sides: 1.0, 0.5 || 1.25, 0.0 || 1.15, 0.0
 
|-
 
|-
 
! Explosion
 
! Explosion
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|-
 
! Flame
 
! Flame
| 0.1, 0.1 <br>head: 0.1, 0.1 || 0.1, 0.1 || 0.1, 0.1 || 0.1, 0.1 || 0.01, 0.01 || 1.0, 1.0 || 1.0, 1.0
+
| 0.1, 0.1 <br>head: 0.1, 0.1 || 0.01, 0.01 || 0.1, 0.1 || 0.01, 0.01 || 0.01, 0.01 || 1.0, 1.0 || 1.0, 1.0
 
|-
 
|-
 
! Fire
 
! Fire
| 1.0, 1.0 <br>head: 1.0, 1.0 || 1.0, 1.0 || 1.0, 1.0 || 1.0, 1.0 || 1.0, 1.0 || 1.0, 1.0 || 1.0, 1.0
+
| 1.0, 1.0 <br>head: 1.0, 1.0 || 0.5, 1.0 || 1.0, 1.0 || 1.0, 1.0 || 1.0, 1.0 || 1.0, 1.0 || 1.0, 1.0
 
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! Overheat
 
! Overheat
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|-
 
! EMP
 
! EMP
| 0.1, 0.1 <br>head: 0.1, 0.1 || 0.1, 0.1 || 0.1, 0.1 || 0.1, 0.1 || 1.0, 1.0 <br>Chevalier, Mithras Sides: 0.25, 0.25 || 0.1, 0.1 || 0.1, 0.1
+
| 0.1, 0.1 <br>head: 0.1, 0.1 || 1.0, 1.0 || 0.1, 0.1 || 1.0, 1.0 || 1.0, 1.0 <br>Chevalier, Mithras Sides: 0.25, 0.25 || 0.1, 0.1 || 0.1, 0.1
 
|-
 
|-
 
! Collision
 
! Collision

Revision as of 19:21, 31 January 2019

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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, tanks, light ground vehicles, different types of Aerospace and VTOL.

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 (if present) is used for secondary damage (for example, the splash damage from a shell explosion).


Damage Type Armor Type
Mech APC Hovercraft LTA Tanks Fighter VTOL
Mgun 0.7, 0.1
head: 0.7, 0.1
0.7, 0.1 0.7, 0.1 0.7, 0.1 0.7, 0.1 9.5, 1.0 9.5, 1.0
Light Kinetic 1.0, 1.0
head: 1.0, 0.1
1.5, 0.3 1.5, 0.1 1.0, 1.0 1.15, 1.0
Hull: 1.3, 1.0 (except Rommel and Huit)
3.5, 1.0 2.25, 1.0
Kinetic-Air 1.0, 1.0 1.0, 1.0 1.2, 1.0
Kinetic 1.0, 1.0
head: 1.0, 1.0
0.8, 0.8 1.0, 1.0 1.0, 1.0 1.0, 1.0 3.5, 1.0 1.75, 1.0
Heavy Kinetic 1.0, 1.0
head: 1.0, 1.0
1.0, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0 1.5, 1.0 1.2, 1.0
Flak 0.1, 0.1 Turret: 1.15, 1.0
Sides: 1.3, 1.0
Back: 1.6, 1.0
Front, Hull: 1.0, 1.0
Turret: 1.5, 1.0 (Chevalier, Mithras: 1.15, 1.0)
Sides: 2.25, 1.0 (Chevalier, Mithras, Huit: 1.3, 1.0)
Back: 3.0, 1.0 (Chevalier, Mithras, Huit: 1.6, 1.0)
Front: 1.0, 1.0 (Chevalier: 0.2, 0.2; Huit: 1.0, 1.0)
Hull: 1.0, 1.0
Missile 1.0, 1.0
head: 0.5, 0.6
0.8, 0.8 1.0, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0
Energy 1.0, 1.0
head: 0.5, 0.4
0.8, 0.8 1.0, 1.0 1.0, 1.0 1.0, 1.0
Chevalier, Mithras: 1.0, 0.75; Sides: 1.0, 0.5
1.25, 0.0 1.15, 0.0
Explosion 1.0, 1.0
head: 1.0, 1.0
1.0, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0
Frag 0.05, 0.05
head: 1.0, 1.0
0.05, 0.05 0.05, 0.05 0.05, 0.05 0.05, 0.05
Chevalier, Mithras Sides: 0.5, 0.25
0.1, 0.1
Shiva: 0.05, 0.05
0.05, 0.05
Flame 0.1, 0.1
head: 0.1, 0.1
0.01, 0.01 0.1, 0.1 0.01, 0.01 0.01, 0.01 1.0, 1.0 1.0, 1.0
Fire 1.0, 1.0
head: 1.0, 1.0
0.5, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0
Overheat 1.0, 1.0
head: 0.3, 0.3
1.0, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0 1.0, 1.0
EMP 0.1, 0.1
head: 0.1, 0.1
1.0, 1.0 0.1, 0.1 1.0, 1.0 1.0, 1.0
Chevalier, Mithras Sides: 0.25, 0.25
0.1, 0.1 0.1, 0.1
Collision 0.05, 0.05
head: 0.05, 0.05
0.05, 0.05 0.00, 0.00 0.05, 0.05 0.05, 0.05 75, 1.0 5.0, 5.0
Damage Type Mech APC Hovercraft LTA Tanks Fighter VTOL
Armor Type

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:

  • Night vision will be disabled
  • 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 source of damage was friendly, an enemy or whatever. (So yes, you can ruin you own teams missile barrages with a careless PPC shot.)