Damage: Difference between revisions

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imported>Weatherby Goode
(Added the other special types. To the best of my knowledge, the list is now comprehensive.)
(Updated the page to account for pools powers that've been in since live, and the epic pool changes for Brutes/Tankers that were made in I26P4.)
 
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[[Image:TO_Training_Damage.png]]
== Term ==
'''Damage'''
The occurrence of a change for the worse.


# A value, in [[Hit Points]], that directly reduces the Hit Point total of a target.
== Overview ==
[[File:TO_Training_Damage.png|left]]
'''Damage''' is a value, in [[Hit Points]], that directly reduces the Hit Point total of a target. If the target is reduced to zero, the target is defeated. Most damage can be decreased via [[Resistance (Mechanics)|resistance]] self-affecting powers, outside buffs, or [[inspirations]].
{{clrl}}


Varieties of damage:
== Damage Types ==
; [[Smashing]]
=== Smashing Damage ===
: Blunt force attacks. Typified by [[Brawl]] and other body-part attacks (kicks, punches, etc).
: Blunt force attacks. Typified by [[Brawl]] and other bludgeoning attacks.
: '''Example(s):''' [[Super Strength]], [[War Mace]]
: '''Examples:''' [[Super Strength]], [[War Mace]]
; [[Lethal]]
: Piercing or cutting attacks.  Typified by many weapon based attacks.
: '''Example(s):'''  [[Broad Sword]], [[Archery]]
; [[Fire]]
: An attack employing radical increase of temperature.  Often associated with damage-over-time effects.
: '''Example(s):'''  [[Fire Blast]], [[Fire Control]]
; [[Cold]]
: An attack employing radical decrease in temperature.  Often associated with slowing of attack and/or movement rate.
: '''Example(s):'''  [[Ice Blast]], [[Ice Control]]
; [[Energy]]
: An attack utilizing raw energy or an energy transfer.  Often associated with either [[knockback]]/[[Knockdown]], [[Endurance Drain]] or [[Sleep]] effects.
: '''Example(s):'''  [[Electric Melee]], [[Energy Blast]]
; [[Negative Energy]]
: An attack of anti-energy, often drawn from the netherworld.  [[Powerset]]s that deliver Negative Energy are often termed 'Dark'.  Often associated with reduced [[Accuracy]].
: '''Example(s):'''  [[Dark Blast]], [[Dark Melee]]
; [[Psionic]]
: An attack upon the mind.  Characterized by the typical weakness of the attack, but the almost complete absence of defenses against it, as well as with slowing of attack.
: '''Example(s):'''  [[Psychic Blast]], [[Mental Manipulation]]
; [[Toxic]]
: Poisonous attacks.  The nature of toxins may be either biological or chemical.  Toxic damage is unique in the respect that the game mechanics do not allow for any form of defense, so mitigation for toxic attacks is based on resistance to toxic damage or defense versus the melee/ranged/AoE nature of the attack.  Often coupled with lethal damage.
: '''Example(s):'''  [[Spines]], [[Thorny Assault]]
; [[Electrolytic]]
: Unique to [[Hamidon]].  These attacks can not be evaded and may only be resisted through use of [[Essence of the Earth]] inspirations.
: '''Example(s):'''  [[Hamidon]], [[Devouring_Earth#Mitochondria|Mitochondria]]
; [[Prismatic]]
: Unique to the [[Crystal Titan]].  These attacks can only be resisted through the use of [[Ambrosia]] inspirations.
; [[Quantum]]
: Used by [[Void Hunters]] and Quantum class enemies.  These attacks dealt a great deal of un-resistible damage to Kheldians.  It was replaced with normal [[Negative]] damage in the [[Patch Notes/2008-02-12|February 12, 2008]] patch.
; [[Unique2]]
: This is the special Radiation damage dealt by the [[Terra Volta]] Reactor Core.  It can only be resisted by the Radiation Shield buff.


[[Category:Definition]]
=== Lethal Damage ===
: Sharp force attacks. Typified by many weapon based attacks using blades and bullets.
: '''Examples:''' [[Broad Sword]], [[Archery]]
 
=== Fire Damage ===
: An attack employing radical increase of temperature. Often associated with damage-over-time effects.
: '''Examples:''' [[Fire Blast]], [[Fire Control]]
=== Cold Damage ===
: An attack employing radical decrease in temperature. Often associated with slowing of attack and/or movement rate.
: '''Examples:''' [[Icy Assault]], [[Water Blast]]
 
=== Energy Damage ===
: An attack utilizing raw energy or an energy transfer. Often coupled with Smashing damage and associated with [[Knockback]]/[[Knockdown]].
: '''Examples:''' [[Kinetic Melee]], [[Luminous Blast]]
 
=== Negative Energy Damage ===
: An attack of anti-energy, typically drawn from the netherworld by "dark" powers. Often associated with reduced [[Accuracy]].
: '''Examples:''' [[Dark Assault]], [[Umbral Blast]]
 
=== Psionic Damage ===
: An attack upon the mind. When protection from attacks is not comprehensive, protection from this damage type is typically missing. It is often associated with reduction in [[Recharge]].
: '''Examples:''' [[Psychic Blast]], [[Mental Manipulation]]
 
=== Toxic Damage ===
: Poisonous attacks. The nature of toxins may be either biological or chemical. Toxic damage is unique in the respect that no power currently provides defense to it, so mitigation for toxic attacks is based on resistance to it or defense versus the melee/ranged/AoE nature of the attack. It is often coupled with lethal damage and associated with damage-over-time effects.
: '''Examples:''' [[Spines]], [[Bane Spider Soldier]]
 
=== Electrolytic Damage ===
: Unique to [[Hamidon]]. These attacks can not be evaded and may only be resisted through use of [[Essence of the Earth]] inspirations.
: '''Examples:''' [[Hamidon]], [[Devouring Earth#Mitochondria|Mitochondria]]
=== Prismatic Damage ===
: Unique to the [[Crystal Titan]]. These attacks can only be resisted through the use of [[Inspirations#Special Inspirations|Ambrosia]] inspirations.
=== Unique2 Damage ===
: This is the special Radiation damage dealt by the [[Terra Volta]] Reactor Core. It can only be resisted by the Radiation Shield buff.
 
== Damage Scale ==
The '''Damage Scale''' (also referred to as ''damage scalar'') is a form of comparing attacks across [[archetype]]s (usually at level 50). There is no actual game mechanic that makes use of the damage scales, but they are used in the assignment of damage values for powers. Damage scales are expressed as multipliers relative to [[Blaster]] melee damage, with Blaster melee being expressed as 1.000. For example, if a Blaster uses a melee attack (1.000) and does 50.0 damage, a Brute using the same melee attack (0.750) would do 37.5 (50.0 * 0.750) damage.
 
'''Notes:'''
* While the melee archetypes are assigned ranged damage scales, these scales are not used for ranged attacks on their primary/secondary powersets (e.g. [[Claws#Focus|Focus]]). The ranged scales are used for ranged attacks in power pools (e.g. [[Sorcery#Arcane Bolt|Arcane Bolt]]), as well as most ranged attacks in Tanker and Brute [[Ancillary Power Pools|APPs]]/[[Patron Power Pools|PPPs]], other than [[Energy Mastery]], which always uses melee damage scales.
* [[Temporary Powers]] use normalized scales that result in the same damage output regardless of which archetype is using them.
 
=== Damage Scale by Archetype ===
The following table shows the melee and ranged damage scales for each archetype.
 
{{ATTable|Heading=! Archetype !! Melee !! Range|Cols=3
|Blaster=1.000 {{!!}} 1.125
|Controller=0.550 {{!!}} 0.550
|Defender=0.550 {{!!}} 0.650
|Scrapper=1.125 {{!!}} 0.500
|Tanker=0.950 {{!!}} 0.800
|Sentinel=1.100 {{!!}} 1.100
|Peacebringer=0.850 {{!!}} 0.800
|PBNova=N/A {{!!}} 1.200
|PBDwarf=1.000 {{!!}} N/A
|Warshade=0.850 {{!!}} 0.800
|WSNova=N/A {{!!}} 1.200
|WSDwarf=1.000 {{!!}} N/A
|Brute=0.750 {{!!}} 0.750
|Corruptor=0.750 {{!!}} 0.750
|Dominator=1.050 {{!!}} 0.950
|Mastermind=0.550 {{!!}} 0.550
|MMHench1=0.450 {{!!}} 0.350
|MMHench2=0.550 {{!!}} 0.450
|MMHench3=0.650 {{!!}} 0.550
|Stalker=1.000 {{!!}} 0.600
|Arachnos Soldier=1.000 {{!!}} 1.000
|Arachnos Widow=1.000 {{!!}} 1.000
|Pet=1.000 {{!!}} 0.800}}
 
== Damage Buffs and Damage Debuffs ==
{{#lsth:Limits|Damage}}<!-- Update the Limits "Damage" section to update this section. -->
 
== Historical ==
{{historical}}
 
=== Quantum Damage ===
: Formerly used by [[Void Hunters]] and [[Quantum]]-class enemies. These attacks dealt a great deal of un-resistible damage to Kheldians. It was replaced with normal '''Negative Energy Damage''' in the [[Patch Notes/2008-02-12|February 12, 2008]] patch.
 
== See Also ==
*[[Attack Mechanics]]
*[[Purple Patch]]
*[[Invention Origin Enhancement Proc Damage Scaling]]
 
== External Links ==
 
[http://web.archive.org/web/20120904212743/http://boards.cityofheroes.com/showthread.php?t=115442 Power Data Standardization v2.0 (Issue 7)] by [[User:iakona|iakona]].
 
[[Category:Definition]][[Category:Gameplay]]

Latest revision as of 18:22, 29 November 2023

Overview

TO Training Damage.png

Damage is a value, in Hit Points, that directly reduces the Hit Point total of a target. If the target is reduced to zero, the target is defeated. Most damage can be decreased via resistance self-affecting powers, outside buffs, or inspirations.

Damage Types

Smashing Damage

Blunt force attacks. Typified by Brawl and other bludgeoning attacks.
Examples: Super Strength, War Mace

Lethal Damage

Sharp force attacks. Typified by many weapon based attacks using blades and bullets.
Examples: Broad Sword, Archery

Fire Damage

An attack employing radical increase of temperature. Often associated with damage-over-time effects.
Examples: Fire Blast, Fire Control

Cold Damage

An attack employing radical decrease in temperature. Often associated with slowing of attack and/or movement rate.
Examples: Icy Assault, Water Blast

Energy Damage

An attack utilizing raw energy or an energy transfer. Often coupled with Smashing damage and associated with Knockback/Knockdown.
Examples: Kinetic Melee, Luminous Blast

Negative Energy Damage

An attack of anti-energy, typically drawn from the netherworld by "dark" powers. Often associated with reduced Accuracy.
Examples: Dark Assault, Umbral Blast

Psionic Damage

An attack upon the mind. When protection from attacks is not comprehensive, protection from this damage type is typically missing. It is often associated with reduction in Recharge.
Examples: Psychic Blast, Mental Manipulation

Toxic Damage

Poisonous attacks. The nature of toxins may be either biological or chemical. Toxic damage is unique in the respect that no power currently provides defense to it, so mitigation for toxic attacks is based on resistance to it or defense versus the melee/ranged/AoE nature of the attack. It is often coupled with lethal damage and associated with damage-over-time effects.
Examples: Spines, Bane Spider Soldier

Electrolytic Damage

Unique to Hamidon. These attacks can not be evaded and may only be resisted through use of Essence of the Earth inspirations.
Examples: Hamidon, Mitochondria

Prismatic Damage

Unique to the Crystal Titan. These attacks can only be resisted through the use of Ambrosia inspirations.

Unique2 Damage

This is the special Radiation damage dealt by the Terra Volta Reactor Core. It can only be resisted by the Radiation Shield buff.

Damage Scale

The Damage Scale (also referred to as damage scalar) is a form of comparing attacks across archetypes (usually at level 50). There is no actual game mechanic that makes use of the damage scales, but they are used in the assignment of damage values for powers. Damage scales are expressed as multipliers relative to Blaster melee damage, with Blaster melee being expressed as 1.000. For example, if a Blaster uses a melee attack (1.000) and does 50.0 damage, a Brute using the same melee attack (0.750) would do 37.5 (50.0 * 0.750) damage.

Notes:

  • While the melee archetypes are assigned ranged damage scales, these scales are not used for ranged attacks on their primary/secondary powersets (e.g. Focus). The ranged scales are used for ranged attacks in power pools (e.g. Arcane Bolt), as well as most ranged attacks in Tanker and Brute APPs/PPPs, other than Energy Mastery, which always uses melee damage scales.
  • Temporary Powers use normalized scales that result in the same damage output regardless of which archetype is using them.

Damage Scale by Archetype

The following table shows the melee and ranged damage scales for each archetype.

Archetype Melee Range
Archetypeicon blaster.png Blaster 1.000 1.125
Archetypeicon controller.png Controller 0.550 0.550
Archetypeicon defender.png Defender 0.550 0.650
Archetypeicon scrapper.png Scrapper 1.125 0.500
Archetypeicon tanker.png Tanker 0.950 0.800
Archetypeicon peacebringer.png Peacebringer 0.850 0.800

   LuminousBlast BrightNova.png Bright Nova N/A 1.200
   LuminousAura WhiteDwarf.png White Dwarf 1.000 N/A
Archetypeicon warshade.png Warshade 0.850 0.800

   UmbralBlast DarkNova.png Dark Nova N/A 1.200
   UmbralAura BlackDwarf.png Black Dwarf 1.000 N/A
Archetypeicon sentinel.png Sentinel 1.100 1.100
V archetypeicon brute.png Brute 0.750 0.750
V archetypeicon stalker.png Stalker 1.000 0.600
V archetypeicon mastermind.png Mastermind 0.550 0.550

   Ninjas CallGenin.png Henchman 1 0.450 0.350
   Ninjas CallJounin.png Henchman 2 0.550 0.450
   Ninjas CallOni.png Henchman 3 0.650 0.550
V archetypeicon dominator.png Dominator 1.050 0.950
V archetypeicon corruptor.png Corruptor 0.750 0.750
V archetypeicon arachnos widow.png Arachnos Widow 1.000 1.000
V archetypeicon arachnos soldier.png Arachnos Soldier 1.000 1.000
Temporary WarWolfWhistle.png Pet 1.000 0.800

Damage Buffs and Damage Debuffs

Maximum

Maximum total Damage for players depends on Archetype and (usually) level.

Archetype Maximum Damage
Brute 700%
Blaster, Corruptor, Scrapper,
Sentinel, Stalker, Tanker
210% at level 1

500% at level 21+

all others 200% at level 1

400% at level 21+

Notes:

  1. Attacks do 100% damage to start with; the amount of damage bonus needed to reach the cap is 100% less than the cap itself.
  2. Enhancements count as damage buffs. If a character has +95% in damage enhancements, then the character has +195% damage on that attack.
  3. These maximums apply only to effects that increase the amount of damage an attack delivers. Reductions to an enemy's Resistances can cause that enemy to suffer damage beyond these maximums. So can effects that cause attacks to deliver damage more than once, such as Containment, Scourge, and Critical Hit.
  4. The Brute damage cap is set significantly higher than the other Archetypes because of the Fury inherent power, which applies a Damage buff which scales proportionally to the Brute's Fury level.

Minimum

Players and critters have a minimum damage of 10%.


Historical

This article or section contains information that no longer applies to the current version of Homecoming: City of Heroes/Villains. It is provided for historical purposes.

Quantum Damage

Formerly used by Void Hunters and Quantum-class enemies. These attacks dealt a great deal of un-resistible damage to Kheldians. It was replaced with normal Negative Energy Damage in the February 12, 2008 patch.

See Also

External Links

Power Data Standardization v2.0 (Issue 7) by iakona.