Damage

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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:

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).

EMP damage

EMP damage is done by 12 ga. EMP Shotgun Shells and Pulse Grenades.

Players are immune to EMP damage, but it is lethal for robots.

Explosive damage

Explosive damage is done by explosives like Plastic Explosives, Dynacord Stick, Dynamite, etc.

The Explode damage resistance is a combat statistic. Any explosion damage done to a player or critter is first reduced by a percentage (explode Damage Resistance) and by a set amount (explode Damage Threshold).

Explosive damage has innate chance of damaging limbs without having to make a Critical Hit. Chance to Cripple a limb doesn't scale with Critical Chance or its modifiers and is only based on damage dealt after all damage reductions. At least 75 damage post reduction is required to Cripple.

Explosive damage applies Knockback and Knockdown to the hit targets. The range of Knockback is 2 hexes for each weapon tier.

Fire damage

Fire damage is done by the Solar Scorcher, Flamer, Incinerator, Fire Geckos and Shotguns loaded with Gecko's Breath ammunition.

The Fire damage resistance is a combat statistic. Any fire damage done to a player or critter is first reduced by a percentage (fire Damage Resistance) and by a set amount (fire Damage Threshold).

Burn

Burn is a damage-over-time effect applied by fire weapons.

Even though it's fire damage that gives your burn stacks, burn damage is not reduced by fire resistance.

Base burning resistance depends on armor type:

  • Leather Armor: 60%
  • Metal Armor: -20%
  • Combat Armor: 50%
  • Combat Robes: 20%
  • Power Armor: 80%

The amount of burn stacks applied per attack is random from 1 to twice the tier of the fire weapon being used.

  • Burning base damage: 4-9
  • +3 from Pyromaniac
  • +3 from 3rd Dragon System implant
  • +4 if the target is below 50% HP (vs Players)
  • +4 if the target is below 25% HP (vs Players)
  • +4 if the target is below 12% HP (vs Players)

Laser damage

Laser damage is done by some of the Energy Weapons: Laser Pistol, Laser Rifle, etc.

The Laser damage resistance is a combat statistic. Any laser damage done to a player or critter is first reduced by a percentage (laser Damage Resistance) and by a set amount (laser Damage Threshold).

Lethal damage

Lethal Damage ignores the target's DT/DR/DRD. The only defense against lethal damage is Lethal Protection.

Sources

Defensive

Cured( Normal)

  • 1: 75%
  • 2: 85%
  • 3: 95%
  • 4: 100%
  • 5: 100%
  • 6: 100%

Laser Reflector ( Laser )

  • 1: 90%
  • 2: 100%
  • 3: 100%
  • 4: 100%
  • 5: 100%
  • 6: 100%

Anty-Termal System( Fire and Plasma )

  • 1: 50%
  • 2: 66%
  • 3: 75%
  • 4: 80%
  • 5: 85%
  • 6: 90%

Shock Protection ( Electro and Explode )

  • 1: 20%
  • 2: 30%
  • 3: 40%
  • 4: 50%
  • 5: 66%
  • 6: 75%

Resistance to lethal damage is capped at 100% unless the attacker has 20 Luck in which case the cap is 75%.

Normal damage

Normal damage refers to physical damage done by fists, nonelectric melee weapons, rocks, and bullets (all Small Guns and most Big Guns)

The Normal damage resistance is a combat statistic. Any normal damage done to a player or critter is first reduced by a percentage (normal Damage Resistance) and by a set amount (normal Damage Threshold).

Plasma damage

Plasma damage is done by plasma grenades and some of the Energy Weapons: Plasma Pistol, Plasma Rifle, etc.

The Plasma damage resistance is a combat statistic. Any plasma damage done to a player or critter is first reduced by a percentage (plasma Damage Resistance) and by a set amount (plasma Damage Threshold).

Poison damage

Poison damage is sustained over time by characters who are poisoned, at a rate of 2% of their maximum hit points per tick.

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.

Melee and ranged damage

Melee damage is any damage dealt either through kicking and punching, or through the use of melee weapons.

The opposite of melee damage is ranged damage, which is inflicted through the use of ranged weapons, such as rifles or pistols.