Difference between revisions of "Damage"
m (copy-pasted from https://www.fonline3.com/wiki/index.php?title=Bleed&oldid=6495, credit to User:AngelicLight) |
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== Electrical damage == | == Electrical damage == | ||
| + | '''Electrical damage''' is done by the Power Fists, [[Cattle Prod]], [[Super Cattle Prod]], [[Alien Blaster]], [[YK32 Pulse Pistol]] and the [[YK42B Pulse Rifle]]. | ||
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| + | The '''Electrical damage resistance''' is a combat statistic. Any electrical damage done to a player or critter is first reduced by a percentage (electrical [[Damage Resistance]]) and by a set amount (electrical [[Damage Threshold]]). | ||
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| + | Every [[armor]] has a [[Damage Resistance|DR]] and [[Damage Threshold|DT]] for each damage type and it is mostly through armors that a player can increase his DR and DT statistics. | ||
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== EMP damage == | == EMP damage == | ||
== Explode damage == | == Explode damage == | ||
Revision as of 14:37, 14 December 2025
Damage is a measurement of how harmful an attack is to a character. When a character takes Damage, it is subtracted from his or her Hit Points. Damage will cause death when a character's hit points reach -20. Non-human critters die when their Hit Points reach 0.
All Weapons have base damage values. But the final damage delivered to the target, can be modified by:
- Critical Hit
- The deterioration of the target's armor
- Damage Modifier of the ammunition
- Damage Resistance modifier of the target's armor or ammo
- Damage Threshold of the target's armor
- Perks (Bonus HtH Damage, Bonus Ranged Damage, Toughness, ...)
- Traits (Finesse, Heavy Handed)
- Crafted bonuses
Contents
Bleed damage
Bleed has a maximum of 5 stacks at once.
- Bleed stops targets healing rate
- Bleed for each stack deals 25% of targets base healing rate stat as Damage per healing time (for the next 5 healing rate ticks)
- Bleed is on critical table effect for Groin and Legs at tier 5
- Bleed from weapon perk applies on critical hit
- Bloody weapon perk can be picked only on melee weapons
- Bleed can be healed by doctor skill but with 100 secound longer cd(1 stack)
- Healer perk removes 1 stack of bleed while using first aid
- Multi bloody weapon perks will apply more bleed stack at once
- with 550 doctor cd to heal bleed is 0
- paramedic of course have 3 sec only
- Bleed damage will trigger between 0,25 sec to 10 sec
- Bleed minimum damage is 7
Electrical damage
Electrical damage is done by the Power Fists, Cattle Prod, Super Cattle Prod, Alien Blaster, YK32 Pulse Pistol and the YK42B Pulse Rifle.
The Electrical damage resistance is a combat statistic. Any electrical damage done to a player or critter is first reduced by a percentage (electrical Damage Resistance) and by a set amount (electrical Damage Threshold).
Every armor has a DR and DT for each damage type and it is mostly through armors that a player can increase his DR and DT statistics.
EMP damage
Explode damage
Fire damage
Laser damage
Lethal damage
Normal damage
Plasma damage
Poison damage
Burst damage calculation[1]
Bursts, with the exception of shotgun bursts, generally spread into 3 streams: center, left and right. This is to simulate a "cone" effect at range. There is an initial stream of rounds/6 which travels down the center, a left stream of (rounds+1)/3 that travels slightly off-center to the left, and a right stream of rounds/3 that travels slightly off-center to the right. The remaining bullets in the burst will go down the center in a second stream (rounds - rounds/6 - (rounds+1)/3 - rounds/3). The initial, left and right stream are integer-divided and thus rounded down. However, the initial stream will always contain 1 bullet at minimum. This is more or less the vanilla burst behavior of FO1/FO2, adapted for FOnline.
The initial stream is necessary because without it you'll literally shoot under the legs of someone who's one hex away from you. Now, let's say you're aiming at someone far away but a critter is blocking the path (at range). The blocker will absorb the second center stream (total rounds - rounds/6 - (rounds+1)/3 - rounds/3) and the guy you're aiming at will take the initial stream (rounds/6).
At a range of one hex, the blocker would take both the center, left and right lines (rounds - rounds/6) and the guy you're aiming at would eat the initial stream (rounds/6). If you're bursting a target at one hex, it's reasonable to assume that all three stream (and therefore all bullets) will connect with your target.
So, what does this mean in a practical fight? It means that even if your gun bursts 40 bullets, the expectation is that roughly 1/3 of the fired rounds will connect with the intended target at range, assuming no misses.
Example: The Avenger Minigun fires 40 rounds. Initial Volley: 40/6 = 6.6667, rounded down => 6 rounds Left Volley: 41/3 = 13.6667, rounded down => 13 rounds Right Volley: 40/3 = 13.3333, rounded down => 13 rounds Second Center Volley: 40 - 6 - 13 - 13 = 8 rounds
The Avenger Minigun bursts 6 + 8 = 14 rounds at a ranged target.