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EMP, Slow and Disarm damage math

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4 years ago
Aka: How do they work? How much emp/slow/disarm damage translates to how long an effect per health/cost? Also, what is the maximum slow percentage?
+0 / -0

4 years ago
https://zero-k.info/mediawiki/index.php?title=Weapon_classes

this link contains some info.

Points of status damage are compared to a unit's current health and apply an effect biased on that. what you see as bars above a unit's health bar is the percentage of a status taking effect. slow is the only status that has effects at not 100%- slow will make a unit act slower in every way, move speed, reload, dgun reload, resource production, HP regeneration, nanolathe power etc. by the displayed percentage. this maxes at 50%. Right now, there's no way to apply more slow damage to units, but if it were added to the game , overslow would work like "50% max slow for X more seconds." If a unit has 1000 HP, it will need to take 500 slow damage to bring it to 50% slowed, because status effects compare based on current HP.

EMP/Disarm works the same way numbers wise, except it caps out at 100% and only applies effects at 100%. a unit with 1000 HP getting 500 EMP damage will be at 50% EMP, not stuned. taking 1000 points of EMP damage gets them to 100%, where they are stuned. additional stun can be thought of as 'overstun,' which makes a unit 100% EMP for X seconds. you can be familiar with this with things like widow with like 30 seconds overstun, or venom at 2 seconds overstun. a weapon can only apply more overstun if it's inherent to the weapon. venom will not make a 20 second stuned unit stay at 20 seconds, it will only start applying overstun when the unit drops below the threshold venom can apply, 2 seconds. Addendum about EMP/disarm- EMP applies both EMP and Disarm. that means an unit with 1000 HP and 900 EMP damage(a little overstun) also has 900 disarm, even though it may not show a disarm bar. applying 100+ disarm at that moment will disarm the unit.

status damage decays as a percentage of current HP constantly. This sums up to units with high HP having a high resistance to status effects because it takes a lot of status damage to affect them and they decay off that damage quickly. There are no units with secret modifiers to statuses. a unit with damage resistance(halberd) will resist status damage the same as regular damage. the decay of status is the same across all units, as a percentage of current HP. units with less HP are more prone to status effects like slow, EMP, and disarm(and death) because the damage dealt can very quickly break thresholds.
+3 / -0
edit: mostly sniped

quote:
How do they work?

Status effects damage accumulates in a unit. The % shown on healthbars is in proportion to the unit's current health (for example if the unit has 600 current health and 25% slow and 40% disarm, that means it has accumulated 150 slow and 240 disarm damage). EMP and Disarm apply their disabling effect if they exceed the current health, i.e. are above 100%, and do nothing otherwise. Slow applies at its current %.

EMP and Disarm decay at 2.5 %/s (regardless of current health) so that is how damage translates to duration. For example if a unit has 110% EMP (eg. 2200 accumulated EMP damage vs 2000 health) then it translates to 4s of stun. Slow decays at 4 %/s.

How much damage a unit can accumulate is dependent on the attacking weapon type, usually expressed in time. For example Faraday can stun up to 2s which means that it can add EMP up to 105% of the unit's current health. All EMP units can stun for at least 1s.

Slow damage's effect is capped at 50% and all slowdamage units can reach this value. Some units can stack the damage higher but this does not amplify the effect, just keeps the unit at 50% longer.

If a unit's current health changes, accumulated EMP and Disarm get scaled to keep the % the same (but further damage is more potent relatively). Slow doesn't scale so doing damage to a slowed unit will amplify the slow.

EMP damage also applies Disarm damage, but as long as they are equal this isn't shown (so if you have 50% EMP and you get 10% disarm, you now have 50% EMP and 60% disarm).

Status effects apply to shields at 1/3 of their nominal value, plus whatever real damage they usually deal (for example Knight does 240 real + 600 EMP damage, so to shields it deals 440 damage (240 + 600/3).
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