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		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=123098</id>
		<title>Other Abilities (LWR)</title>
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		<summary type="html">&lt;p&gt;Ale: /* Base DR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 100 crit and a 1% chance to hit will only have a 1% chance to crit due to a -99 accuracy cap.&lt;br /&gt;
&lt;br /&gt;
== Air Strikes ==&lt;br /&gt;
&lt;br /&gt;
If you are fighting in a country that has some country defense, they may offer the officer on your squad the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The formula to calculate the percent chance a country will offer you an Air Strike is:&lt;br /&gt;
 20 + Country Defense / 2&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve made the offer, officers you control you can press &#039;V&#039; or click the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;. This can only occur once per mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Strikes&#039;&#039;&#039; will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions.&lt;br /&gt;
&lt;br /&gt;
Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, the last explosion is a 20% chance, and the average is a 10% chance.&lt;br /&gt;
&lt;br /&gt;
Each explosion deals 3-6 damage + 10% of the target&#039;s max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same mechanics as rocket scatter (6 tiles being the maximum distance, but most explosions will land in a significantly smaller area of around 3 tiles).&lt;br /&gt;
&lt;br /&gt;
Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will take damage from multiple enemies worth of explosions. They can also be useful for disrupting psionic abilities.&lt;br /&gt;
&lt;br /&gt;
== Base DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Base Damage Resistance&#039;&#039;&#039; (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to &#039;&#039;&#039;Total DR&#039;&#039;&#039;) will have it reduced as their &#039;&#039;&#039;armor HP&#039;&#039;&#039; declines. Specifically, the square of % of armor HP lost is equal to the % of base DR removed. &lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost all &#039;&#039;&#039;armor HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stack multiplicatively with other forms of &#039;&#039;&#039;Percentage DR&#039;&#039;&#039; to calculate &#039;&#039;&#039;Total DR&#039;&#039;&#039;.  Total DR = Base DR + (100 - Base DR)*(Percentage DR).  &#039;&#039;&#039;Total DR&#039;&#039;&#039; is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number. Total DR = Base DR + (100 - Base DR)*(Percentage DR)&lt;br /&gt;
&lt;br /&gt;
[[File:BaseDRLWR.png]]&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple non-blueshirt soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn affects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;0.5%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reload if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +100 aim), and after done, will still be enraged with 2APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers and MECs uniquely will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 2-4 turns (turns can be increased with a &#039;&#039;&#039;respirator implant&#039;&#039;&#039; or the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod). At the start of each XCOM turn the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.&lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10 x [Max_Base_HP - Overkill_Damage]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod will always bleed out the first time his health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 1 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.&lt;br /&gt;
&lt;br /&gt;
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.&lt;br /&gt;
&lt;br /&gt;
If the bleeding out soldier has a medikit, another soldier can use it to stabilize or revive them by moving within two tiles and pressing &#039;&#039;&#039;J&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Boosting ==&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, soldiers have the ability to help other units (including SHIVs and MECs) scale heights by boosting.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;boost&#039;&#039;&#039; a unit, hunker two units adjacent to it on both sides. The unit must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will regain any AP they already used so they can act with 2 AP.&lt;br /&gt;
&lt;br /&gt;
[[File:BoostLWR.png]]&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining and is &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle]]&#039;&#039;&#039; it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 +1.3 mobility, +10 aim, +10 will, +1 penetration to all attacks, +20% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -20% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It cannot be activated if the unit is not idle (e.g. suppressed). &lt;br /&gt;
&lt;br /&gt;
At the beginning of each mission, all XCOM soldiers start with Combat Readiness.&lt;br /&gt;
&lt;br /&gt;
Activating Combat Readiness also reveals units within 4 tiles and will not reveal the activating unit if they are hidden.&lt;br /&gt;
&lt;br /&gt;
[[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] enemy pods (and on Impossible, enemies that start their turn out of line of sight) also receive &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that while &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039; on XCOM wears off at the &#039;end&#039; of the turn, on Aliens it wears off at the &#039;beginning&#039; of each of their turns. &lt;br /&gt;
&lt;br /&gt;
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|&#039;&#039;&#039;Steadied Weapon&#039;&#039;&#039;]] because they can&#039;t see any enemies at the beginning or end of their turn will gain the &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039; bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039; can activate automatically on XCOM through the [[Other_Abilities_(LWR)#Heat_of_Battle|&#039;&#039;&#039;Heat of Battle&#039;&#039;&#039;]] mechanic, especially when XCOM is engaging many enemies.&lt;br /&gt;
&lt;br /&gt;
You can press &amp;quot;J&amp;quot; (see [[New_Hotkeys_(LWR)#Functional|&#039;&#039;&#039;Hotkeys&#039;&#039;&#039;]]) to manually activate the ability on a single soldier.&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 750px;&amp;quot;&amp;gt; &lt;br /&gt;
 1) Clears overwatch &lt;br /&gt;
&lt;br /&gt;
 2) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to the percent of their &#039;&#039;&#039;max base HP&#039;&#039;&#039; they lost to the explosion&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at start of turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The only way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3).&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both AP points to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20% (40% with the sprinter perk). Thus, a unit that dashes will be able to cover 2.4x it&#039;s mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 30 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all units (including SHIVs). It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; soldiers as they defuse the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Non-mechanical units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 -15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some grenades and other abilities can also cause &#039;&#039;&#039;Disorientation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== End-in-Idle ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action is any action where the unit that performs the action is [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] after the action.  See [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple non-blueshirt soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;2%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Can reload for 1 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
- Is immune to countercharge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude then an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative an enemy&lt;br /&gt;
&lt;br /&gt;
== Exposed ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed&#039;&#039;&#039; units are more vulnerable and shots against them have +50 critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Units not protected by cover are considered &#039;&#039;&#039;Exposed&#039;&#039;&#039;. This also means that any unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; will not be receiving any benefits from their cover. &lt;br /&gt;
&lt;br /&gt;
Flanking a target or destroying its cover is an effective method of &#039;&#039;&#039;Exposing&#039;&#039;&#039; a target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk prevents a unit from being exposed, regardless of cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying&#039;&#039;&#039; and &#039;&#039;&#039;Non-Hardened&#039;&#039;&#039; units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units.&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
A ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 9.3, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Global Abilities ==&lt;br /&gt;
&lt;br /&gt;
There are a few abilities that do not require line of sight in order to attack enemies, these include: Psychic Storm (Sectoids, Sectoid Commanders, and Ethereals), Mortar Barrage (Mechtoids and Sectopods), Orbital Ray (Drones), and Air Strike (XCOM Commanders).&lt;br /&gt;
&lt;br /&gt;
Aliens will only use a global ability if they have previously seen an XCOM unit or are a Champion unit.&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors have a grappling hook and gain the &#039;&#039;&#039;Grapple&#039;&#039;&#039; ability. Using the Grapple costs 0 AP and can propel the soldier up to 15 tiles clearing the soldier from all Overwatch. Each armor with the grapple ability has a single use (except for the [[Armor_(LWR)#Light_Armor|&#039;&#039;&#039;Ghost Armor&#039;&#039;&#039;]] which grants 3 uses).&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a &#039;&#039;target modifier&#039;&#039; in the damage calculation process).&lt;br /&gt;
&lt;br /&gt;
Some abilities turn shots into grazes and some any damage into grazes.&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as he/she hacks the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Healing Fatigue ==&lt;br /&gt;
&lt;br /&gt;
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.&lt;br /&gt;
&lt;br /&gt;
== Heat of Battle ==&lt;br /&gt;
&lt;br /&gt;
For every enemy in vision at the end of an XCOM soldier&#039;s turn, there is a 10% chance to activate &#039;&#039;&#039;Heat of Battle&#039;&#039;&#039; which automatically grants [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Hidden ==&lt;br /&gt;
&lt;br /&gt;
Various abilities can cause a unit to become hidden.  They all work slightly differently but all share the similarity in that:&lt;br /&gt;
&lt;br /&gt;
1) They cannot be targeted by the opposition&lt;br /&gt;
&lt;br /&gt;
2) They clear the unit from all enemy overwatch&lt;br /&gt;
&lt;br /&gt;
3) They grant +30% crit&lt;br /&gt;
&lt;br /&gt;
 Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Stealth (Seeker) = Stealth: reveals on action, lasts up to 3 turns&lt;br /&gt;
&lt;br /&gt;
 Ghost Mode (Ghost Armor) = Ghosted: reveals at beginning of turn and on any actions or any enemy within 4 tiles&lt;br /&gt;
&lt;br /&gt;
 Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on any actions&lt;br /&gt;
&lt;br /&gt;
 Psi Fade / Cloak Screen (Hidden Movement) = Psi Fade / Cloak Screen: reveals based on various criteria listed here: [[Other_Abilities_(LWR)#Hidden Movement|&#039;&#039;&#039;Hidden Movement&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
If an XCOM unit is &#039;&#039;&#039;revealed&#039;&#039;&#039; it will trigger any inactivated alien pods that are in sight.&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement ==&lt;br /&gt;
&lt;br /&gt;
 Hidden Movement only occurs on &#039;&#039;&#039;Impossible&#039;&#039;&#039; or higher difficulties. &lt;br /&gt;
&lt;br /&gt;
It occurs when only a single pod is revealed where some members of that pod have one of the following abilities: &amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; {{ Psi Fade (LWR) | text=1 }}{{ Cloak Screen (LWR) | text=1}} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As well when all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, aliens may also hide.&lt;br /&gt;
&lt;br /&gt;
If there are less than 4 active aliens all aliens hidden from Psi Fade or Cloak Screen will be revealed at the beginning of their turn. &lt;br /&gt;
&lt;br /&gt;
Aliens with active Psi Fade or Cloak Screen will become revealed again if they:&lt;br /&gt;
* Perform a non-movement action&lt;br /&gt;
* Start their turn in sight of an XCOM unit &lt;br /&gt;
* Have an XCOM unit see them exposed (not protected by cover) within 14 tiles&lt;br /&gt;
* Have an XCOM unit see them within 4 tiles&lt;br /&gt;
* Take any damage&lt;br /&gt;
* Are revealed by a revealing ability/device (e.g. battle scanner)&lt;br /&gt;
&lt;br /&gt;
When hidden, the aliens give audio clues relevant to their location. This helps XCOM find them.&lt;br /&gt;
&lt;br /&gt;
As well, proximity sensors and motion trackers can locate hidden aliens on their radars.&lt;br /&gt;
&lt;br /&gt;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been hit by a primary weapon (not during reaction fire) with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Holo Rounds (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 +10 aim, +20 will, and +1.3 mobility&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 When protected by cover: +30% cover defense, +30% DR, and immunity to critical hits. Reduces sight radius to 0. Unit cannot be combat ready. Does not trigger reaction fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to NOT be &#039;&#039;&#039;idle&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Being suppressed, suppressing, stunned, maimed, steadying, overwatching, panicking, strangling, being strangled, hunkering, being in One For All, orbital raying, psychic storming, hiding, being critically wounded, being unprepared&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -90% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit)) ;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All pistols have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets at or under 4 HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to break enemy overwatch and have a chance to &#039;&#039;&#039;disorient&#039;&#039;&#039; units equal to the percent of total HP they lost. The chance is tripled against SHIVs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Primary_Weapons|Arc Rifle]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Weapons_(LWR)#Arc_Pistol|Arc Pistol]]&#039;&#039;&#039; have the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or certain other abilities will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
Any other damage still has a chance to clear a unit&#039;s overwatch status equal to:&lt;br /&gt;
 % Chance to Break OW = 200 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
As an example, a unit on overwatch with 20 max base HP and 5 armor HP that took 10 ballistic damage has a 50% chance to have their overwatch broken.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch (teal for XCOM).&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have a 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 2 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking HP damage. Exalt only have a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health and have lost some base HP (30 will test)&lt;br /&gt;
&lt;br /&gt;
== Penetration ==&lt;br /&gt;
&lt;br /&gt;
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after damage resistance is calculated, for every 1 point of penetration the damage is increased by 1 and the damage resistance is decreased by 1.&lt;br /&gt;
&lt;br /&gt;
Units can gain penetration through various perks, weapons, and equipment. As well, for every 10 damage dealt to a target, an extra penetration is added.&lt;br /&gt;
&lt;br /&gt;
Penetration resistance works in the opposite manner, reducing penetration by 1 for each penetration resistance.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Damage_(LWR)#Damage_Calculation|&#039;&#039;&#039;Complete Damage Formula&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Pinpoint Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses 50% of cover defense and 50% of cover damage resistance&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 200px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts (uses any ability or moves &amp;gt;1 tile) and &#039;&#039;&#039;the firing unit has a hit chance of 30 or higher&#039;&#039;&#039;.  When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.&lt;br /&gt;
&lt;br /&gt;
Certain actions are quick enough that they won&#039;t trigger reaction fire, this includes:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 Steady Weapon, Reload, Hunker Down, One For All, Electropulse&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suppressive fire (from Suppression) will fire regardless of hit chance or action type.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Opportunist (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from or against units that are hidden (concealed, stealthed, shadowed, ghosted, or cloaked).&lt;br /&gt;
&lt;br /&gt;
All reaction fire that damages a target has a chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Stagger|Stagger]]&#039;&#039;&#039; the target.&lt;br /&gt;
&lt;br /&gt;
Units that are [[Other_Abilities_(LWR)#Dash|&#039;&#039;&#039;Dashing&#039;&#039;&#039;]] will gain a defense bonus against the reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 950px;&amp;quot;&amp;gt;&lt;br /&gt;
 Reduces aim, will, melee damage, throw range, rocket accuracy, and mobility by half the percent of base health lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
Note that [[Other_Abilities_(LWR)#Base_DR|&#039;&#039;&#039;base DR&#039;&#039;&#039;]] is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a [[Abilities_List_(LWR)#Deflection_Shield|&#039;&#039;&#039;Deflection Shield&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When revealed, the alien pod can also be affected by 1 of 3 states: &#039;&#039;&#039;Prepared&#039;&#039;&#039;, &#039;&#039;&#039;Off Guard&#039;&#039;&#039;, and &#039;&#039;&#039;Unprepared&#039;&#039;&#039;. All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.&lt;br /&gt;
&lt;br /&gt;
====Prepared====&lt;br /&gt;
&lt;br /&gt;
 Aliens enter [[Other_Abilities_(LWR)#Overwatch|&#039;&#039;&#039;Overwatch&#039;&#039;&#039;]] on activation, gain [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]], and possibly other benefits.&lt;br /&gt;
&lt;br /&gt;
The chance for [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] depends on the number of activated aliens and the [[Difficulty_(LWR)#Expectations|&#039;&#039;&#039;Difficulty&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 700px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; |  &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Chance for Prepared&amp;lt;br&amp;gt;[chance with active aliens]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Easy&#039;&#039;&#039; || 0% &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Classic&#039;&#039;&#039; || 40% &amp;lt;br&amp;gt;[10% for 1 alien active] &amp;lt;br&amp;gt;[5% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Brutal&#039;&#039;&#039; || 70% &amp;lt;br&amp;gt;[20% for 1 alien active] &amp;lt;br&amp;gt;[10% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Impossible&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[40% for 1 alien active] &amp;lt;br&amp;gt;[20% for 2 aliens active]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Pain&#039;&#039;&#039; || 100% &amp;lt;br&amp;gt;[for 2 or less aliens active]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will overwatch and gain combat readiness on reveal less if XCOM has less total AP available.&lt;br /&gt;
Prepared aliens will not overwatch at all on the first turn of any mission.&lt;br /&gt;
&lt;br /&gt;
====Off Guard====&lt;br /&gt;
 Aliens start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be caught off guard if they make the total number of active aliens &#039;&#039;&#039;9 or more&#039;&#039;&#039; (11 for larger missions). Each alien is checked for being Off Guard and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be caught off guard while others might not be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off Guard&#039;&#039;&#039; is intended to simulate the aliens unexpectedly bumping into XCOM.&lt;br /&gt;
&lt;br /&gt;
====Unprepared====&lt;br /&gt;
 Aliens skip their first turn (removed if damaged) and start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be unprepared if they make the total number of active aliens &#039;&#039;&#039;12 or more&#039;&#039;&#039; (14 for larger missions). Each alien is checked for being Unprepared and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be unprepared while others might only be caught off guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unprepared&#039;&#039;&#039; is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.). &lt;br /&gt;
&lt;br /&gt;
Exceptions where XCOM units will not gain &#039;&#039;&#039;Scamper&#039;&#039;&#039;: &lt;br /&gt;
* Non-idle units&lt;br /&gt;
* Units that just used Run and Gun&lt;br /&gt;
* Units that are the last active soldier remaining&lt;br /&gt;
* The unit that activated the aliens (if it was done with a non-movement action)&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This only occurs if the damage is dealt on the same turn as damage dealer (i.e. does not work with reaction fire and other shots that occur during the enemy&#039;s turn). &lt;br /&gt;
&lt;br /&gt;
Additional shred damage is calculated based off of &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;; so if a unit resists any damage through DR it &#039;&#039;does not&#039;&#039; affect the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
Some plasma weapons can shred only specific types of enemies and deals shred equal to &#039;&#039;&#039;2x&#039;&#039;&#039; damage dealt as a percent of the target&#039;s max HP: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; (Plasma Rifle): shreds biological enemies with &#039;&#039;&#039;Hardened&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; (Plasma Reflex Cannon): shreds Sectoids, Sectoid Commanders and Ethereals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanical Shredder&#039;&#039;&#039; (Plasma Battle Rifle): shreds robotic enemies only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; (Plasma Carbine): shreds flying-capable aliens.&lt;br /&gt;
&lt;br /&gt;
Some explosives (AP Grenades, Javelin Rockets) have the &#039;&#039;&#039;Explosive Shredder&#039;&#039;&#039; perk which allows them to shred enemies at &#039;&#039;&#039;3x&#039;&#039;&#039; the damage dealt as a percent of the target&#039;s max HP.&lt;br /&gt;
&lt;br /&gt;
If a source would apply multiple levels of shred (e.g. a unit with Shredder and Ether Shredder), only the highest level will apply.&lt;br /&gt;
&lt;br /&gt;
There are various perks that modify how shred is applied:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Mayhem (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Ready For Anything (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Alien Shred (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. It is important to note that the area occupied by smoke is a 3 tile radius cardinally and 2 tile radius diagonally from the center, it is not a sphere and thus the targeting bubble can be misleading on the edges.&lt;br /&gt;
&lt;br /&gt;
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed. Smoke reduces the aim of units within the smoke by 10. &lt;br /&gt;
&lt;br /&gt;
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit&#039;s will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics. As well, being in smoke prevents being hit by &#039;&#039;&#039;[[Abilities_List_(LWR)#Countercharge|Countercharge]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim, +30 defense, prevents extra crit from exposed/steadied/suppressing/overwatching, and does not trigger reaction shots -- aim and defense affects psi as well&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; &lt;br /&gt;
{{Combat Drugs (LWR)|text=1}}&lt;br /&gt;
{{Dense Smoke (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to &#039;&#039;&#039;Stagger&#039;&#039;&#039; the target equal to the percent of their Max Base HP they lost.&lt;br /&gt;
&lt;br /&gt;
 % Chance to Stagger = 200 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
 Staggered units lose all remaining APs, their shots [[Other_Abilities_(LWR)#Graze|&#039;&#039;&#039;graze&#039;&#039;&#039;]], and they cannot enter overwatch&lt;br /&gt;
&lt;br /&gt;
Does not effect melee-only units (Chryssalids, Zombies, and Muton Berserkers).&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 A steadied shot/rocket/suppression gains double base aim, 75% scatter reduction, half of weapon damage in pen, and reaction fire immunity&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +2.0 mobility, +20 aim, +20 will, immunity to fatigued/exhausted, +20% DR; lasts through 3 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to &#039;&#039;&#039;Stun&#039;&#039;&#039; autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun may be lower than 100%. The chance is higher if the target has less HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below 4 HP will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Sublimator ==&lt;br /&gt;
&lt;br /&gt;
Certain plasma weapons have the &#039;&#039;&#039;Sublimator&#039;&#039;&#039; capability which bypasses all DR from the &#039;&#039;&#039;[[Abilities_List_(LWR)#Hardened|Hardened]]&#039;&#039;&#039; perk and deals triple damage to [[Abilities_List_(LWR)#Plasma Shield|Plasma Shields]].&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
{{ Suppression (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
At the start of their team&#039;s turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
If the target acts while under suppression the suppression will break with another round of &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039;. Certain actions such as steadying, reloading, hunkering down or skipping turn by gaining combat ready will prevent this damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&lt;br /&gt;
Mayhem adds an additional instantaneous round of Suppressive Fire, meaning its possible to fire a total of 3 Suppressive fire barrages to a single uncovered target with 1 use of suppression.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 40% of &#039;&#039;weapon damage&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;weapon damage&#039;&#039; is the base damage of the weapon, and does not include any modifiers.&lt;br /&gt;
&lt;br /&gt;
Even though &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger).&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit&#039;s turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting.&lt;br /&gt;
{{ Danger Zone (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactical Retreat ==&lt;br /&gt;
&lt;br /&gt;
During most missions, officers you control you can press &#039;Z&#039; to call Big Sky and ask him to perform a &#039;&#039;&#039;Tactical Retreat&#039;&#039;&#039;. If available, Big Sky will proceed to your location within 1-2 turns. At that time, everyone not within 8 tiles of the extraction beacon will become MIA. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are an effective method to withdraw critically wounded units and/or pull out after a mission is successful (e.g. after the bomb is defused).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are not available indoors, if a bomb is active, if exalt towers are active, or if a VIP is being rescued. They are also not available on the following missions: DLC missions, newfoundland mission, and base assaults/defenses.&lt;/div&gt;</summary>
		<author><name>Ale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(LWR)&amp;diff=123097</id>
		<title>Damage (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_(LWR)&amp;diff=123097"/>
		<updated>2025-06-05T13:03:44Z</updated>

		<summary type="html">&lt;p&gt;Ale: /* Detailed Calculation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
== Damage Calculation == &lt;br /&gt;
&lt;br /&gt;
=== Complete Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Taken&#039;&#039;&#039; = ([((&#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039;) &amp;lt;-- Randomization ) * &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039;] * (1 - &#039;&#039;&#039;Percent DR&#039;&#039;&#039;) + &#039;&#039;&#039;Penetration&#039;&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can be broken down into 5 categories: &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;1) Weapon Damage&#039;&#039;&#039; = Weapon Damage&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;2) Barrel Damage&#039;&#039;&#039; = Weapon Damage + Barrel Modifiers&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;3) Travel Damage&#039;&#039;&#039; = Barrel Damage is Randomized (and for explosives fall off is then calculated)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;4) Damage Dealt&#039;&#039;&#039; = Travel Damage * Target Modifiers (include crit)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;5) Damage Taken &#039;&#039;&#039; = Min(Damage Dealt, Damage Dealt * (1 - DR/100) + Penetration)&lt;br /&gt;
&lt;br /&gt;
Each category represents a section of the damage calculation (as explained below).&lt;br /&gt;
&lt;br /&gt;
=== Weapon Damage ===&lt;br /&gt;
&lt;br /&gt;
This is simply the listed damage of each weapon (for XCOM) or base damage (for aliens). Alien weapon damage increases with alien level and leader upgrades.&lt;br /&gt;
&lt;br /&gt;
=== Barrel Damage ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Barrel Damage&#039;&#039;&#039; = (&#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage from the barrel is: &#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039; (e.g. ranger, alloy-jacketed rounds, burst etc.). It is truncated after calculation. Some &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039; give straight damage (e.g. +1 damage) and others give damage based on the weapon damage (e.g. +50% weapon damage). These are all summed together. For example, a sniper with ranger (+1 damage), mayhem (+70% weapon damage), and a sniper rifle (6 weapon damage) would have a barrel damage of 6 + 1 + 4 = 11.&lt;br /&gt;
&lt;br /&gt;
Almost anything that modifies &#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; (e.g. +50% weapon damage) is added as a &#039;&#039;&#039;Barrel Modifier&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Damage&#039;&#039;&#039; flat bonuses (e.g. +1 crit damage) are added as barrel damage, but only if the shot is a critical hit.&lt;br /&gt;
&lt;br /&gt;
Barrel Damage can be viewed in-game by pressing F1.&lt;br /&gt;
&lt;br /&gt;
=== Travel Damage ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Travel Damage&#039;&#039;&#039; = &#039;&#039;&#039;Barrel Damage&#039;&#039;&#039; is Randomized&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Travel Damage is basically the Barrel Damage that is modified by Randomization.&lt;br /&gt;
&lt;br /&gt;
After it leaves the barrel and is travelling towards the target, the damage is &#039;&#039;&#039;Randomized&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For all damage 1-9, the damage is randomized from -1 to +1, with an even chance of being -1, 0, or +1.&lt;br /&gt;
&lt;br /&gt;
For all damage 10-19, the damage is randomized from -2 to +2, with an even chance of being -2, -1, 0, +1, or +2.&lt;br /&gt;
&lt;br /&gt;
The same occurs for damage of 20-29, 30-39, etc.&lt;br /&gt;
&lt;br /&gt;
The minimum damage is always at least 1.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;code&amp;gt;Randomized Damage = Max(1, Damage + Rand[1 + (2 * (1 + Damage / 10))] - (1 + Damage / 10))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The randomization works in integer values so all values are constantly truncated (e.g. If x is 6 then x/10 = 0).&lt;br /&gt;
&lt;br /&gt;
Randomization can occur twice or not at all if certain second wave options are enabled.&lt;br /&gt;
&lt;br /&gt;
==== Critical Hit Randomization ====&lt;br /&gt;
 &lt;br /&gt;
If this is a critical hit (from an explosive or a shot), any damage that would be randomized lower than the &#039;&#039;&#039;Barrel Damage&#039;&#039;&#039; is instead set to the &#039;&#039;&#039;Barrel Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Damage Dealt ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; = &#039;&#039;&#039;Travel Damage&#039;&#039;&#039; * &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once it reaches the targets, &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039; are applied. The first target modifier applied is critical damage. If the shot or explosive rolled a critical hit, the damage is increased by 50%. Other target modifiers also applied include: Shred,  VPT, CST, Graze, Distortion. After each calculation the damage is truncated to an integer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; cannot be lower than 1.&lt;br /&gt;
&lt;br /&gt;
=== Damage Taken ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Taken&#039;&#039;&#039; = &#039;&#039;&#039;Min(Damage Dealt, Damage Dealt * (1 - DR/100) + Penetration)&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Resistance (DR)&#039;&#039;&#039; is applied first, then &#039;&#039;&#039;Penetration&#039;&#039;&#039;. The &#039;&#039;&#039;Damage Taken&#039;&#039;&#039; is truncated only after all &#039;&#039;&#039;DR&#039;&#039;&#039; has been removed from the &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039;. &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; cannot be reduced below 1 by Damage Resistance.&lt;br /&gt;
&lt;br /&gt;
Every 10 &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; against targets increases penetration by 1.  So if the damage taken is 30 damage, an additional 3 penetration will be added to any other forms of penetration. &lt;br /&gt;
&lt;br /&gt;
To calculate total %DR, see [[Other Abilities (LWR)#Base DR|Base DR]]&lt;br /&gt;
&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
&lt;br /&gt;
=== Mins and Maxes ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Damage Taken&#039;&#039;&#039; cannot be reduced below 1 by &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Randomization&#039;&#039;&#039; will never set the damage below 1.&lt;br /&gt;
&lt;br /&gt;
=== Truncation ===&lt;br /&gt;
&lt;br /&gt;
All damage is stored in an integer form, thus it is always being truncated during each step. This means 5.6 becomes 5, 9.1 becomes 9, and 9.9 becomes 9. &lt;br /&gt;
&lt;br /&gt;
The exception to this is that &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; is not truncated and is removed from damage after calculation. &lt;br /&gt;
&lt;br /&gt;
So &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; is truncated only after all &#039;&#039;&#039;DR&#039;&#039;&#039; is removed. &lt;br /&gt;
&lt;br /&gt;
This is important, because having &#039;&#039;&#039;DR&#039;&#039;&#039; NOT truncated until it&#039;s removed from the Damage Dealt means that you can have small amounts of DR (i.e. 2% DR) be effective.&lt;br /&gt;
&lt;br /&gt;
=== Explosive Damage ===&lt;br /&gt;
&lt;br /&gt;
Each unit damaged by explosive damage has the &#039;&#039;&#039;Travel Damage&#039;&#039;&#039; reduced based on distance from the center after it is randomized. Damage falls as [half of the distance:radius ratio + 0.5], down to [50% + 0.5] at the periphery. The exception to this is that damage within 1 tile of the center has no fall-off.&lt;br /&gt;
&lt;br /&gt;
Note: The 0.5 damage is added on explosive fall-off to accommodate for truncation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Explosive Travel Damage = 0.50 + Travel Damage * (1.0 - FMin[0.50, 0.50 * Distance_to_Target/Radius_of_Explosive])&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special Damage Types === &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Damage&#039;&#039;&#039; have their own methods of determine damage and are not affected by &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039; or &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Example Calculations ==&lt;br /&gt;
&lt;br /&gt;
=== Mental In-Game Calculation ===&lt;br /&gt;
&lt;br /&gt;
A soldier with a 3 damage assault carbine and ranger (+1 damage) fires at a drone who has 37% DR.  &lt;br /&gt;
&lt;br /&gt;
You&#039;d expect it to do 4 damage (range 3-5), minus 37% DR down to 2 damage.&lt;br /&gt;
&lt;br /&gt;
=== Detailed Calculation ===&lt;br /&gt;
&lt;br /&gt;
A soldier with an &#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; and the &#039;&#039;&#039;Ranger&#039;&#039;&#039; perk fires at a &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; has 4 &#039;&#039;&#039;Weapon Damage&#039;&#039;&#039;, receives +1 damage as a &#039;&#039;&#039;Barrel Modifier&#039;&#039;&#039; from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, and has no innate &#039;&#039;&#039;Penetration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Drone&#039;&#039;&#039; is &#039;&#039;&#039;Hardened&#039;&#039;&#039; (30 &#039;&#039;&#039;Percent DR&#039;&#039;&#039;) and has 10 &#039;&#039;&#039;base DR&#039;&#039;&#039;. Total DR =  Base DR + (100 - Base DR)*(Percentage DR) = 10+[(100-10)*0.3] = 10 + 27 = 37. The Total DR is 37%  &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Drone&#039;&#039;&#039; is not &#039;&#039;&#039;Shredded&#039;&#039;&#039; and does not have &#039;&#039;&#039;Distortion&#039;&#039;&#039;. The soldier does not have &#039;&#039;&#039;CST&#039;&#039;&#039; and the shot does not graze, so there are no &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039; to the damage.&lt;br /&gt;
&lt;br /&gt;
The shot does not &#039;Crit&#039; so &#039;&#039;&#039;Crit Dmg&#039;&#039;&#039; is 1.0 and the Randomization does not change the value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; = ([((&#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039;) &amp;lt;-- Randomization ) * &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039;] * (1 - &#039;&#039;&#039;Total DR&#039;&#039;&#039;) + &#039;&#039;&#039;Penetration&#039;&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; = ((((4 + 1) + 0) * 1.0) * (1 - 0.37) + 0) = 3.2 = 3 &#039;&#039;&#039;Damage Taken&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Environmental Damage ==&lt;br /&gt;
&lt;br /&gt;
Environmental damage is the damage done to objects and structures around the battlefield (like walls, chairs, cars, etc.).  &lt;br /&gt;
&lt;br /&gt;
Each weapon has a specific environmental damage based on its size and type:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 75%;&amp;quot; | Weapon Type&lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Environmental Damage&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Shots&#039;&#039;&#039; || 15&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Explosives&#039;&#039;&#039; || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Environmental damage is mostly unaffected by perks and abilities and just considers the weapon&#039;s specific environmental damage. However, there are 2 exceptions: Explosives do tapper their environmental damage down to 35% at their periphery (and &#039;&#039;&#039;Tandem Warheads&#039;&#039;&#039; does prevent this tapper) and &#039;&#039;&#039;Sapper&#039;&#039;&#039; increases environmental damage.&lt;br /&gt;
&lt;br /&gt;
Fire will also cause a lot of environmental damage and can spread. &#039;&#039;&#039;Be careful taking cover behind objects that are on fire!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All objects have a certain amount of HP. The less sturdy the object the less HP it will have. When an object&#039;s HP is reduced to 0 or less it will crumple.&lt;br /&gt;
&lt;br /&gt;
Most cover has between 30 and 90 HP, based on what they are made of -- stone is tougher than wood, for example. Some map elements are entirely invulnerable and non-cover objects usually have less than 30 HP. Meld Canisters have 3 HP. Vehicles take 250 before catching on fire and 500 will cause them to explode immediately. Examples of the HP of objects can be found in the pictures below.&lt;br /&gt;
&lt;br /&gt;
[[File:Coverhp.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Coverhp2.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Ale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(LWR)&amp;diff=123096</id>
		<title>Damage (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_(LWR)&amp;diff=123096"/>
		<updated>2025-06-05T13:01:50Z</updated>

		<summary type="html">&lt;p&gt;Ale: /* Detailed Calculation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
== Damage Calculation == &lt;br /&gt;
&lt;br /&gt;
=== Complete Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Taken&#039;&#039;&#039; = ([((&#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039;) &amp;lt;-- Randomization ) * &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039;] * (1 - &#039;&#039;&#039;Percent DR&#039;&#039;&#039;) + &#039;&#039;&#039;Penetration&#039;&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can be broken down into 5 categories: &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;1) Weapon Damage&#039;&#039;&#039; = Weapon Damage&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;2) Barrel Damage&#039;&#039;&#039; = Weapon Damage + Barrel Modifiers&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;3) Travel Damage&#039;&#039;&#039; = Barrel Damage is Randomized (and for explosives fall off is then calculated)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;4) Damage Dealt&#039;&#039;&#039; = Travel Damage * Target Modifiers (include crit)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;5) Damage Taken &#039;&#039;&#039; = Min(Damage Dealt, Damage Dealt * (1 - DR/100) + Penetration)&lt;br /&gt;
&lt;br /&gt;
Each category represents a section of the damage calculation (as explained below).&lt;br /&gt;
&lt;br /&gt;
=== Weapon Damage ===&lt;br /&gt;
&lt;br /&gt;
This is simply the listed damage of each weapon (for XCOM) or base damage (for aliens). Alien weapon damage increases with alien level and leader upgrades.&lt;br /&gt;
&lt;br /&gt;
=== Barrel Damage ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Barrel Damage&#039;&#039;&#039; = (&#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage from the barrel is: &#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039; (e.g. ranger, alloy-jacketed rounds, burst etc.). It is truncated after calculation. Some &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039; give straight damage (e.g. +1 damage) and others give damage based on the weapon damage (e.g. +50% weapon damage). These are all summed together. For example, a sniper with ranger (+1 damage), mayhem (+70% weapon damage), and a sniper rifle (6 weapon damage) would have a barrel damage of 6 + 1 + 4 = 11.&lt;br /&gt;
&lt;br /&gt;
Almost anything that modifies &#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; (e.g. +50% weapon damage) is added as a &#039;&#039;&#039;Barrel Modifier&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Damage&#039;&#039;&#039; flat bonuses (e.g. +1 crit damage) are added as barrel damage, but only if the shot is a critical hit.&lt;br /&gt;
&lt;br /&gt;
Barrel Damage can be viewed in-game by pressing F1.&lt;br /&gt;
&lt;br /&gt;
=== Travel Damage ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Travel Damage&#039;&#039;&#039; = &#039;&#039;&#039;Barrel Damage&#039;&#039;&#039; is Randomized&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Travel Damage is basically the Barrel Damage that is modified by Randomization.&lt;br /&gt;
&lt;br /&gt;
After it leaves the barrel and is travelling towards the target, the damage is &#039;&#039;&#039;Randomized&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For all damage 1-9, the damage is randomized from -1 to +1, with an even chance of being -1, 0, or +1.&lt;br /&gt;
&lt;br /&gt;
For all damage 10-19, the damage is randomized from -2 to +2, with an even chance of being -2, -1, 0, +1, or +2.&lt;br /&gt;
&lt;br /&gt;
The same occurs for damage of 20-29, 30-39, etc.&lt;br /&gt;
&lt;br /&gt;
The minimum damage is always at least 1.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;code&amp;gt;Randomized Damage = Max(1, Damage + Rand[1 + (2 * (1 + Damage / 10))] - (1 + Damage / 10))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The randomization works in integer values so all values are constantly truncated (e.g. If x is 6 then x/10 = 0).&lt;br /&gt;
&lt;br /&gt;
Randomization can occur twice or not at all if certain second wave options are enabled.&lt;br /&gt;
&lt;br /&gt;
==== Critical Hit Randomization ====&lt;br /&gt;
 &lt;br /&gt;
If this is a critical hit (from an explosive or a shot), any damage that would be randomized lower than the &#039;&#039;&#039;Barrel Damage&#039;&#039;&#039; is instead set to the &#039;&#039;&#039;Barrel Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Damage Dealt ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; = &#039;&#039;&#039;Travel Damage&#039;&#039;&#039; * &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once it reaches the targets, &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039; are applied. The first target modifier applied is critical damage. If the shot or explosive rolled a critical hit, the damage is increased by 50%. Other target modifiers also applied include: Shred,  VPT, CST, Graze, Distortion. After each calculation the damage is truncated to an integer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; cannot be lower than 1.&lt;br /&gt;
&lt;br /&gt;
=== Damage Taken ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Taken&#039;&#039;&#039; = &#039;&#039;&#039;Min(Damage Dealt, Damage Dealt * (1 - DR/100) + Penetration)&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Resistance (DR)&#039;&#039;&#039; is applied first, then &#039;&#039;&#039;Penetration&#039;&#039;&#039;. The &#039;&#039;&#039;Damage Taken&#039;&#039;&#039; is truncated only after all &#039;&#039;&#039;DR&#039;&#039;&#039; has been removed from the &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039;. &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; cannot be reduced below 1 by Damage Resistance.&lt;br /&gt;
&lt;br /&gt;
Every 10 &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; against targets increases penetration by 1.  So if the damage taken is 30 damage, an additional 3 penetration will be added to any other forms of penetration. &lt;br /&gt;
&lt;br /&gt;
To calculate total %DR, see [[Other Abilities (LWR)#Base DR|Base DR]]&lt;br /&gt;
&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
&lt;br /&gt;
=== Mins and Maxes ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Damage Taken&#039;&#039;&#039; cannot be reduced below 1 by &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Randomization&#039;&#039;&#039; will never set the damage below 1.&lt;br /&gt;
&lt;br /&gt;
=== Truncation ===&lt;br /&gt;
&lt;br /&gt;
All damage is stored in an integer form, thus it is always being truncated during each step. This means 5.6 becomes 5, 9.1 becomes 9, and 9.9 becomes 9. &lt;br /&gt;
&lt;br /&gt;
The exception to this is that &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; is not truncated and is removed from damage after calculation. &lt;br /&gt;
&lt;br /&gt;
So &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; is truncated only after all &#039;&#039;&#039;DR&#039;&#039;&#039; is removed. &lt;br /&gt;
&lt;br /&gt;
This is important, because having &#039;&#039;&#039;DR&#039;&#039;&#039; NOT truncated until it&#039;s removed from the Damage Dealt means that you can have small amounts of DR (i.e. 2% DR) be effective.&lt;br /&gt;
&lt;br /&gt;
=== Explosive Damage ===&lt;br /&gt;
&lt;br /&gt;
Each unit damaged by explosive damage has the &#039;&#039;&#039;Travel Damage&#039;&#039;&#039; reduced based on distance from the center after it is randomized. Damage falls as [half of the distance:radius ratio + 0.5], down to [50% + 0.5] at the periphery. The exception to this is that damage within 1 tile of the center has no fall-off.&lt;br /&gt;
&lt;br /&gt;
Note: The 0.5 damage is added on explosive fall-off to accommodate for truncation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Explosive Travel Damage = 0.50 + Travel Damage * (1.0 - FMin[0.50, 0.50 * Distance_to_Target/Radius_of_Explosive])&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special Damage Types === &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Damage&#039;&#039;&#039; have their own methods of determine damage and are not affected by &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039; or &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Example Calculations ==&lt;br /&gt;
&lt;br /&gt;
=== Mental In-Game Calculation ===&lt;br /&gt;
&lt;br /&gt;
A soldier with a 3 damage assault carbine and ranger (+1 damage) fires at a drone who has 37% DR.  &lt;br /&gt;
&lt;br /&gt;
You&#039;d expect it to do 4 damage (range 3-5), minus 37% DR down to 2 damage.&lt;br /&gt;
&lt;br /&gt;
=== Detailed Calculation ===&lt;br /&gt;
&lt;br /&gt;
A soldier with an &#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; and the &#039;&#039;&#039;Ranger&#039;&#039;&#039; perk fires at a &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; has 4 &#039;&#039;&#039;Weapon Damage&#039;&#039;&#039;, receives +1 damage as a &#039;&#039;&#039;Barrel Modifier&#039;&#039;&#039; from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, and has no innate &#039;&#039;&#039;Penetration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Drone&#039;&#039;&#039; is &#039;&#039;&#039;Hardened&#039;&#039;&#039; (30 &#039;&#039;&#039;Percent DR&#039;&#039;&#039;) and has 10 &#039;&#039;&#039;base DR&#039;&#039;&#039;. Total DR =  Base DR + (100 - Base DR)*(Percentage DR) = 10+[(100-10)*0.3] = 10 + 27 = 37. The Total DR is 37%  &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Drone&#039;&#039;&#039; is not &#039;&#039;&#039;Shredded&#039;&#039;&#039; and does not have &#039;&#039;&#039;Distortion&#039;&#039;&#039;. The soldier does not have &#039;&#039;&#039;CST&#039;&#039;&#039; and the shot does not graze, so there are no &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039; to the damage.&lt;br /&gt;
&lt;br /&gt;
The shot does not &#039;Crit&#039; so &#039;&#039;&#039;Crit Dmg&#039;&#039;&#039; is 1.0 and the Randomization does not change the value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; = ([((&#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039;) &amp;lt;-- Randomization ) * &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039;] * (1 - &#039;&#039;&#039;Percent DR&#039;&#039;&#039;) + &#039;&#039;&#039;Penetration&#039;&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; = ((((4 + 1) + 0) * 1.0) * (1 - 0.37) + 0) = 3.2 = 3 &#039;&#039;&#039;Damage Taken&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Environmental Damage ==&lt;br /&gt;
&lt;br /&gt;
Environmental damage is the damage done to objects and structures around the battlefield (like walls, chairs, cars, etc.).  &lt;br /&gt;
&lt;br /&gt;
Each weapon has a specific environmental damage based on its size and type:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 75%;&amp;quot; | Weapon Type&lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Environmental Damage&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Shots&#039;&#039;&#039; || 15&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Explosives&#039;&#039;&#039; || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Environmental damage is mostly unaffected by perks and abilities and just considers the weapon&#039;s specific environmental damage. However, there are 2 exceptions: Explosives do tapper their environmental damage down to 35% at their periphery (and &#039;&#039;&#039;Tandem Warheads&#039;&#039;&#039; does prevent this tapper) and &#039;&#039;&#039;Sapper&#039;&#039;&#039; increases environmental damage.&lt;br /&gt;
&lt;br /&gt;
Fire will also cause a lot of environmental damage and can spread. &#039;&#039;&#039;Be careful taking cover behind objects that are on fire!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All objects have a certain amount of HP. The less sturdy the object the less HP it will have. When an object&#039;s HP is reduced to 0 or less it will crumple.&lt;br /&gt;
&lt;br /&gt;
Most cover has between 30 and 90 HP, based on what they are made of -- stone is tougher than wood, for example. Some map elements are entirely invulnerable and non-cover objects usually have less than 30 HP. Meld Canisters have 3 HP. Vehicles take 250 before catching on fire and 500 will cause them to explode immediately. Examples of the HP of objects can be found in the pictures below.&lt;br /&gt;
&lt;br /&gt;
[[File:Coverhp.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Coverhp2.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Ale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bugs/Features_(LWR)&amp;diff=122964</id>
		<title>Bugs/Features (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bugs/Features_(LWR)&amp;diff=122964"/>
		<updated>2025-06-01T21:55:22Z</updated>

		<summary type="html">&lt;p&gt;Ale: /* Existing Game Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
==Existing Game Bugs==&lt;br /&gt;
Many unfixable bugs from Long War 1.0 and XCOM:EU/EW are now considered &#039;&#039;&#039;features&#039;&#039;&#039;, including:&lt;br /&gt;
&lt;br /&gt;
* Aliens will sometimes double move off the bat as some of them were waiting for you in ambush and will get an extra move to reflect this&lt;br /&gt;
* The terrain on maps will sometimes allow you to see aliens that cannot see you in return. Similarly, sometimes aliens will be able to see you and you cannot see them. This is actually not THAT unrealistic and should be expected (as it&#039;s part of the base engine code that we definitely cannot change). Just be aware that you might get shot at or overwatched by an alien that you can&#039;t see because of a hole in a building, or a crack in a door, or a space in a wall/roof, or flying just out of your sight range (but they can still see you) -- and also realize that sometimes you are doing the same to the aliens (but probably aren&#039;t aware).&lt;br /&gt;
* Reaction shots against someone performing an action will sometimes inactivate their action because getting fired at sucks and it&#039;s hard to do things with bullets flying at your face&lt;br /&gt;
* SHIVs need extra time to load onto the Skyranger during combat; make sure the SHIV has full actions and is in the extraction zone before attempting to abort the mission or the SHIV may be left behind&lt;br /&gt;
* Big Sky (the Sky Ranger pilot) has a girlfriend that he likes to see sometimes -- if your mission happens to be at the same time he may bail on you and you&#039;ll notice there is no evacuation zone.  We&#039;ve talked to him about this but he&#039;s the only one in the world capable of flying the Sky Ranger so there is no way around it. Just make sure you pass all the missions when there is no evacuation zone.&lt;br /&gt;
* Using a Controller (instead of a keyboard) will sometimes crash the game when loading out your soldiers.&lt;br /&gt;
* Aliens have invisible floating teleportation devices -- they aren&#039;t used a lot because they really hurt but sometimes if one or more aliens are desparate they will use these devices to teleport around the map&lt;br /&gt;
* Sometimes a dying soldier will fall into a hole the aliens dug inside the mountain/building/dirt. If they do it&#039;s best to just move on as the holes will often form an inpenetrable barrier that prevents access until the occupant is completely dead (or sometimes reloading works).&lt;br /&gt;
* Panicking units will not gain an action during their turn, EXCEPT if that unit is visited by it&#039;s guardian angel. It happens rarely (1% of the time), and you won&#039;t be able to see the angel (obviously they are only visible to the soldier/alien they are guarding), but you&#039;ll see the panicked unit miraculously act as if he wasn&#039;t panicked. If you see this happen you should not feel frustrated and instead feel blessed to have witnessed such holy greatness.&lt;br /&gt;
* Sometimes it looks like a soldier can see an alien to shoot at but they can&#039;t. You may think this is ridiculous but the aliens are equipped with reflective padding that can really cause a glare. From above it looks like the soldier should see the alien, but the glare is quite deceptive the soldier just thinks the alien is a broken street light or something. This is especially common on ramps as everyone knows glare can be a problem when changing elevations.&lt;br /&gt;
* If the aliens attack your base things are going to be a little bit chaotic (understandably so). Your reinforcements may come from multiple different places: the normal hatch, under the platform, on the platform, the roof, under the tiles, in the janitor&#039;s closet, etc.  The point is: they don&#039;t understand how they got there and neither will you.  It&#039;s probably the aliens using their matter dislocation auras but we can&#039;t be sure.&lt;br /&gt;
* Close Combat Specialists usually have PTSD and will sometimes not fire at an enemy when you want them to. The training that they take is very intensive and these momentary freezes in the heat of battle are to be expected.&lt;br /&gt;
* An XCOM soldier may get so startled upon discovering an unactivated alien pod that he scampers a second time in the same turn. This happens when the game is saved and reloaded, which resets the scamper counter, so the player needs to keep the count himself, if he wishes to prevent the exploit.&lt;br /&gt;
* Sometimes your soldiers will step out of cover to perform an action, if they do this during a full moon when Juptier is touching the ecliptic, the soldier will feel a strange desire not to move back to cover and may actually stay in the stepped out space.  &lt;br /&gt;
* If you rapidly click on buttons to purchase or sell or place equipment/buildings/etc. sometimes the engineers and assistant engineers will get confused and order too many or too few and the accountants sometimes also get confused and you lose money. &lt;br /&gt;
* Sometimes invisible sectoids will appear and then immediately be shot, either by XCOM or the aliens.  Don&#039;t ask about them... for your own safety.&lt;br /&gt;
* Some Exalt missions will CTD or appear as a black/blank map if you try to enter them (it happens usually in the city map with 4 buildings). This is because EXALT hacked your home Wi-fi IRL using a backdoor in that furry porn site you always log in. Try starting the game offline (log in on Steam offline or disable your Wi-fi). &lt;br /&gt;
* NEVER SAVE/LOAD ON THE XCOM BASE DEFENSE MISSION.  It angers the XCOM gods and they may prevent you from finishing the mission, stop spawning aliens, or even corrupt your save.&lt;br /&gt;
* Sometimes the Aliens will send a UFO to the Arctic or Antarctic. It will often stay there for a day and disappear. We think it&#039;s because they feel threatened by both Santa Claus and Penguins. We believe this is attempt to assert their dominance over both.&lt;br /&gt;
&lt;br /&gt;
==How to Prevent Bugs==&lt;br /&gt;
&lt;br /&gt;
XCom is a game that has many functions running simultaneously. We have found quite a few bugs that will only occur when a computer is running slowly. For example, szmind had one bug only and always occur whenever the &#039;power saving&#039; mode of a laptop was turned on (i.e. it was moving slower).  Another bug was reproducible only if a player had been playing for many hours. With new features/functions that we code we literally have to say &amp;quot;don&#039;t run this for 3 seconds&amp;quot; to make sure other functions will finish first, in case they take longer than normal. It seems like bugs will occur if the memory storage gets too restricted or the computer too slow.  Having said that, even on a really old (20 years) laptop the game still runs with minimal problems.  Still, I have 3 recommendations for players:&lt;br /&gt;
&lt;br /&gt;
﻿﻿﻿1) Save and restart the game if you&#039;ve been playing for more than 4 hours (clears up memory)&lt;br /&gt;
&lt;br /&gt;
﻿2) Try not to run many other programs in the background (allows functions to finish quickly)&lt;br /&gt;
&lt;br /&gt;
3) If you can, run it on the fastest computer with the most memory (functions finish quick, clogging up memory not a problem)&lt;br /&gt;
&lt;br /&gt;
==Map Bugs==&lt;br /&gt;
&lt;br /&gt;
The terrain on maps will sometimes allow you to see aliens that cannot see you in return. Similarly, sometimes aliens will be able to see you and you cannot see them. This is actually not THAT unrealistic and should be expected (as it&#039;s part of the base engine code that we cannot change). Just be aware that you might get shot at or overwatched by an alien that you can&#039;t see because of a hole in a building, or a crack in a door, or a space in a wall/roof, or flying just out of your sight range (but they can still see you) -- and also realize that sometimes you are doing the same to the aliens (but probably aren&#039;t aware).&lt;br /&gt;
&lt;br /&gt;
===An Example===&lt;br /&gt;
This &amp;quot;one-way mirror&amp;quot; on this UFO lets units inside the UFO fire out but blocks vision into the UFO.&lt;br /&gt;
&lt;br /&gt;
This is the exact same point in the battle. &lt;br /&gt;
&lt;br /&gt;
First picture is the alien point-of-view (POV). Second picture is the XCOM POV. Notice how the alien has the XCOM soldier as a possible target (from the icons in the bottom right), but the XCOM player has no targets available. This is because it is a 1-way wall at that exact angle, allowing the sectoid to target the XCOM soldier but not vice versa.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:SeeThrough1.png]]&lt;br /&gt;
&amp;lt;span style=&amp;quot;margin-left:15px;&amp;quot;&amp;gt;&#039;&#039;&#039;Alien POV&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:SeeThrough2.png]]&lt;br /&gt;
&amp;lt;span style=&amp;quot;margin-left:15px;&amp;quot;&amp;gt;&#039;&#039;&#039;XCOM POV&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ale</name></author>
	</entry>
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