In combat, characters and NPCs will use attacks with various Damage Types that can be reduced or increased based on a number of factors. Targets with Weaknesses to certain damage types will take extra damage and become more susceptible to linked status effects while targets with Resistances will take less damage from those sources and may resist or be immune to linked status effects. Damage can also be Nullified to deal no damage and negate status effects, Absorbed to heal HP from exposure to the damage type, or even Repelled to reflect damage back to the sender. Modifications to how creatures react to damage types is usually Uncommon and only rarely will creatures have high resistances to most or all damage types.
Damage Type Modifications
Weakness (WEAK) Damage Type Weakness means the target will take additional damage and effects when attacked with that damage type. ♦ Striking a target with a Weakness will deal additional damage relative to the Critical-Hit bonus of the skill that applies best. If no skill matches, it uses the default 1.5x modifier. ♦ If the attacker is using a weapon, the skill that matches will be their weapon skill. If they are using Unarmed-Strike, the skill will be Martial Arts. ♦ The chance of triggering a linked status effect based on Damage type is doubled, to a maximum of 95% chance. If the status causes damage, it will inflict 1.5x more damage than normal. ♦ If the target gains another Resistance from a different source, they can negate their Weakness and be treated as having Neutral Resistance for calculating resistances.
Resistant (RESIST) Damage Resistance comes in a couple of forms, Fixed and Percentage-based. Another synonym for Fixed damage is Damage Reduction. ♦ When damage is resisted by a fixed amount, it is subject to similar rules as Armour-Rating by subtracting damage taken to the target. ♦ Damage reduced this way can only be reduced to a minimum of 1, except for when the target's resistance is more than double the original attack's damage, then it can be reduced to zero. ♦ When multiple sources provide a fixed damage resistance to a damage type, the amounts stack with each other. ♦ When damage is resisted by a Percentage-based, it is subject to a scaling reduction based on the % stated before Fixed resistance is applied. As such, a 20% resistance means the target will only take 80% of the base damage, followed by the damage reduction. ♦ Unlike Fixed damage resistance, Percentage-based resistance can only stack a maximum of two times and calculated separately from each other, the highest then second-highest. ♦ Example: If a target has 80% resistance from one source and 50% from another source, the resulting resistance becomes 90%. The remaining 20% from the first source is reduced by 50% to create the final resistance value. The third highest and beyond resistance is not counted. ♦ The linked status effect chance of damage types is similarly affected by damage resistance, however the details of this change is usually specific to the attack/command used or the target's traits/properties. As such, this guide cannot state exactly how chances are affected.
Nullified (NULL/IMMUNE) Damage Nullification/Immunity means the damage type will deal no damage and negate any linked status effects associated with it. Another synonym for Nullified is Immunity. ♦ When a description states 100% resistance to a damage type, it usually means the target will be immune to that damage type, even though it says 'Resistance'. ♦ A target that is immune to a damage type will also negate any linked status effects associated with it.
Absorbed (ABSORB) Damage Absorption means the damage type will paranormally heal the target instead of taking damage, it will still negate linked status effects as if it were nullified. ♦ When a target that absorbs a type damage is hit: The target is healed a certain percentage of the damage taken, this healing value is treated as if the attack ignores all resistances. ♦ The attacking creature's attack is treated as being nullified for the purposes of calculating how much damage was dealt to the target. ♦ Damage Absorption is considered a special type of Resistance, it is not normal nor common for creatures to turn damaging attacks into healing in this way.
Repelled (REPEL/REFLECT) Damage Reflection means the damage type will be paranormally redirected back towards its attacker to deal damage to them instead of the target. ♦ When a target that repels a damage type is hit: The target is treated as being immune to all damage and effects associated with the attack. ♦ The attacking creature takes a certain percentage of damage relative to the attack's strength. The attacker may also be subject to the attack's own effects dependent on whether it was Repelled or Reflected. ♦ If an attack was Repelled: The effect is strictly damage-only, the damage type of the repel effect is Metaforce affinity and cannot be repelled/reflected back. ♦ If an attack was Reflected: The effect copies the damage and properties of the original attack to its attacker, any effects associated with it are calculated as if it were the target's own attack.
Basic Damage Types
Physical is the most common damage type for attacks in a combat situation. Unarmed strikes, regular melee, ranged and improvised weapons. Physical attacks are separated into three sub-types: Blunt, Sharp and Pierce. While physical damage does not necessarily have lasting effects, it benefits from natural Critical-Hit and can sometimes leave physiological effects such as bruising and bleeding.
♦ Physical Damage types are always resisted by Armour-Rating when damage types are unspecified. ♦ When a property refers to 'Physical' with no subtyping, assume it means all Physical subtypes. ♦ Possible status effects linked to Physical damage include Bruising and Bleeding. ♦ Bruise: Often linked with Blunt physical attacks, Bruising causes the target to take additional damage from Physical attacks until healed. ♦ Bleed: Often linked with Sharp and Pierce physical attacks, Bleed causes the target to take damage every round until healed. Subtype: Blunt Physical: Blunt refers to a damage type that is flat, rounded or bludgeoning in nature. Unarmed strikes, Clubs and thrown stones often fit this subtype. Subtype: Sharp Physical: Sharp refers to damage from attacks that are narrow and cutting in nature. Swords, Axes, Claws...ect often fit this subtype. Subtype: Pierce Physical: Pierce references to damage from attacks that are pin-point and precise in nature. Firearms, Shuriken, Throwing-Knives and Sharp weapons used in certain ways often fit this subtype.
Heat damage is part of the elemental set that is closely associated with Fire.
Related keywords: Elemental, Temperature, Fire. ♦ Can inflict Ignite and Burn status effects if the target does not resist Heat damage. Ignite: Set target on fire, dealing Heat damage over time until extinguished. The duration and damage is normally defined by the event that caused it. Burn: Persisting status effect caused by Ignite (10% chance per Ignite tick), Burned targets take a small amount of damage each time they take an action/command aside from movement.
Cold damage is part of the elemental set that is closely associated with Ice.
♦ Related keywords: Elemental, Temperature, Ice ♦ Can inflict Chill and Freeze status effects if the target does not resist Cold damage. Chill: Partially freezes target, reducing their movement speed by half and doubling the Action-Point cost to commands. Freeze: Completely freezes target solid, preventing them from taking any action until thawed.
Wind damage is part of the elemental set that is closely associated with the Air.
♦ Related keywords: Elemental, Weather, Air ♦ Can inflict Stagger and Knock/Down effects if the target does not resist Wind damage. Stagger: Prevents the target from being able to use Guard or Dodge skills/commands, inflicting Stagger on a Staggered target inflicts Knock. Knock/Down: Causes the target to fall to the ground defenceless and/or send them in a certain direction dictated by the event that caused it.
Electric damage is part of the elemental set that is closely associated with Lightning.
♦ Related keywords: Elemental, Weather, Electric, Lightning ♦ Can inflict the Shock status effect is the target does not resist Electric damage. Shock: Causes the user to take electric damage over time, other targets within natural reach of the target may also take electric damage over time.
Arcane damage is closely associated with Magic.
♦ Related keywords: Arcane, Magic, Force ♦ Arcane attacks do not normally inflict status effects, but when magic spells are untyped, they are treated as non-physical and non-elemental for damage/resistance rulings.
Psionic damage is closely associated with Psychic powers and the mind.
♦ Related keywords: Psychological, Psionic ♦ Psychic attacks do not normally inflict status effects, instead they deal bonus damage to targets afflicted with Psychological status ailments.
Energy damage is closely associated with Energy.
♦ Related keywords: Nuclear, Energy, Ki ♦ Nuclear attacks do not normally inflict status effects, instead they deal bonus damage to targets afflicted with Physiological status ailments.
Toxic damage is closely associated with Poison or Radiation.
♦ Related keywords: Poison, Radiation, Chemical ♦ Toxic attacks usually inflicts a status effect that reduces maximum HP, the more Toxic damage that is taken, the more the target is weakened by this status effect.
Law damage is closely associated with the axiomatic aspect of Law and Order.
♦ Related keywords: Lawful ♦ Law attacks have a chance to inflict Instant-Death/Banishment against targets upon a critical hit. ♦ If the target has Chaos affinity, this chance is set to 100% upon a successful critical hit.
Chaos damage is closely associated with the axiomatic aspect of Chaos and Discord.
♦ Related keywords: Chaos ♦ Chaos attacks have a chance to inflict Instant-Death/Banishment against targets upon a critical hit. ♦ If the target has Law affinity, this chance is set to 100% upon a successful critical hit.
Metaforce damage is the essence of the Metaforce and supersedes all other damage types.
♦ Related keywords: Special, Magic, Mighty. ♦ Metaforce attacks cannot exploit elemental weaknesses or inflict status effects by itself, but Metaforce attacks cannot be resisted by normal means.