Pillars of Eternity Wiki
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==Damage Types==
 
==Damage Types==
In [[Pillars of Eternity]] there are 8 damage types<ref>[http://forums.obsidian.net/topic/64297-character-rollaholic-mea-culpa/?view=findpost&p=1368420 forum post by Josh Sawyer]</ref>, three physical types, four elemental types and the raw type.<ref>[http://forums.obsidian.net/topic/65126-thoughts-on-damage-types/?view=findpost&p=1418234 Forum post by Josh Sawyer]</ref>
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In [[Pillars of Eternity]] there are 8 damage types<ref>[http://forums.obsidian.net/topic/64297-character-rollaholic-mea-culpa/?view=findpost&p=1368420 forum post by Josh Sawyer]</ref>, 3 physical types, 4 elemental types and the raw type.<ref>[http://forums.obsidian.net/topic/65126-thoughts-on-damage-types/?view=findpost&p=1418234 Forum post by Josh Sawyer]</ref>
   
 
;Physical:
 
;Physical:

Revision as of 10:41, 25 August 2015

All inflicted damage is classified according to several Damage types. In terms of game mechanics, the type of damage is used to determine which Armor strength and weaknesses, apply in any given situation. There are seven damage types: three physical types(Crush, Slash, Pierce) and four elemental types(Shock, Burn, Freeze, Corrode).[1]

Mechanics

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Reason: "The released game does not have percentage based DT, only interger subtraction based DR. Though there still seems to be confusion about the details. Further research needed."

The attack's damage type will reduce or increase the efficiency of the target's Damage Threshold (DT), depending on whether the target is weak or strong against this damage type. The effect on DT is a percentual, for example mail armor is 40% worse against crushing attacks. Additional elemental damage from a weapon is always resisted by 25% of the target's DT, modified by the target's damage type weakness/strength.[2]

Example Calculation

if you hit someone with a sabre that does +20% Shock damage, you would calculate the base (Slash) damage—let's say it's 20—then the Shock damage, 4. The target is wearing armor that has 8 DT, no special modifier for Slash damage. It takes 12 damage from the sabre itself. The armor has -30% Shock DT, so that goes down to 5.6 DT, which is then reduced to 25% its normal value, to 1.4 DT. The target takes an additional 2.6 damage from Shock, for a total of 14.6.[3]

Damage Types

In Pillars of Eternity there are 8 damage types[4], 3 physical types, 4 elemental types and the raw type.[5]

Physical
  • Slashing – caused by weapons with an edged blade, such as battle axes and sabres.
  • Piercing – caused by weapons with a sharp point, such as stilettos and rapiers.
  • Crushing – caused by weapons with a blunt striking surface, such as clubs and flails.
Elemental
  • Shock – attacks from spells or additional damage to physical weapon attacks.
  • Burn – attacks from spells or additional damage to physical weapon attacks.
  • Freeze – attacks from spells or additional damage to physical weapon attacks.
  • Corrode – attacks from spells or additional damage to physical weapon attacks.
Raw
  • caused by venom, mental powers and rare skills. Ignores any damage reduction.[6]

Historical notes

There were two abandoned designs. In the first design, damage types were optimized against the damage thresholds of armor. Slashing weapons did the most damage of the three types, but, unlike the other two types, did not interact with armor. This made it ideal against foes with little to no armor. Piercing weapons negated some of an armor's Damage Threshold, making them efficient against foes with a moderate amount of armor. Crushing weapons did the most damage through armor, which made these weapons ideal against foes with heavy armor.

In the second design, physical damage types were compared against armor weight classifications and can either be "good" or "bad." Bad damage types did half damage before Damage Threshold was applied. Good damage types used an efficiency curve to assess damage done. Energy damage (such as from spells) opposed a different characteristic of armor: its substance type. Similar to physical damage, energy damage types had good or bad opposition characteristics against armor substance.[7]

References

References