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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89135</id>
		<title>Damage formula (OXCE)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89135"/>
		<updated>2019-04-27T20:31:59Z</updated>

		<summary type="html">&lt;p&gt;Surestrike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OXCE and mod scripts have greatly expanded the capabilities of weapons, items and armor. So here is a detailed breakdown of what happens when a weapon hits an enemy. Variable names are taken from the Ruleset or applicable Script or otherwise are ALL-CAPS.&lt;br /&gt;
&lt;br /&gt;
== Lethal ranged single target ==&lt;br /&gt;
&lt;br /&gt;
The power of an attack is the sum of the base power ([[Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;power&#039;&#039;]]) of the weapon, and the bonus power ([[Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;damageBonus&#039;&#039;]]) which depends on the weapon and can also depend on the stats of the user. This sum is then randomized depending on the weapon ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomType&#039;&#039;]]) but is typically 0%-200%.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; GROSS POWER = (power + damageBonus) x RNG(0%, 200%) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power can get weaker past a certain distance ([[Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeThreshold&#039;&#039;]]) in which case damage is reduced by an amount ([[Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeReduction&#039;&#039;]]) for every tile beyond that distance. The reduced power can&#039;t go negative and heal the target. &#039;&#039;&#039;TBD: can there be negative range reduction, i.e. power increases with distance? Is range damage reduction applied before or after randomType? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; RANGE REDUCED POWER = GROSS POWER - LIMIT_LOWER(0, RANGE - powerRangeThreshold) x powerRangeReduction &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] For each projectile that hits, energy shields are taken into account in the following sequence regardless of hit direction: left-hand energy shield item, right-hand energy shield item, armor energy shield. Each shield has a separate pool of hit points (&#039;&#039;shieldHp&#039;&#039;) that is reduced by the power they absorb modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once all shields are depleted any power remaining keeps going. As usual a lower resistance coefficient is more effective, but a value of zero means the shield is bypassed undamaged.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; E-SHIELD DAMAGE = RANGE REDUCED POWER x shieldResistCoeff / 100 &#039;&#039;&lt;br /&gt;
 &#039;&#039; POWER THROUGH E-SHIELDS = RANGE REDUCED POWER - shieldHp * 100 / shieldResistCoeff &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] Physical shield items come after energy shields, but only one shield will have any effect and the left-hand takes priority over the right-hand. Physical shields do not take damage and cannot be destroyed, but have 50% effectiveness from the sides, 25% from below, and 0% from the rear. They reduce power by their armor value (&#039;&#039;shieldArmor&#039;&#039;) modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once again a resistance of zero means the shield is bypassed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH P-SHIELDS = POWER THROUGH E-SHIELDS - shieldArmor * 100 / shieldResistCoeff x SIDE COEFFICIENT &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then armor pre-damage is applied to the side of the armor that was hit. Power is multiplied by a factor ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmorPre&#039;&#039;]]) and then randomized from 0-100% depending on a flag ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmorPre&#039;&#039;]]). Default armor pre-damage is 0%. &#039;&#039;&#039;TBD: check if armor pre-damage comes before or after shields.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR PRE-DAMAGE = POWER THROUGH P-SHIELDS x ToArmorPre x IF(RandomArmorPre, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor provides a final layer of protection. The remaining power is multiplied by a resistance factor depending on damage type ([[Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;damageModifier&#039;&#039;]]) and then reduced by the current armor value of the side that was hit ([[Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;frontArmor&#039;&#039;, &#039;&#039;sideArmor&#039;&#039;, &#039;&#039;sideArmor + leftArmorDiff&#039;&#039;, &#039;&#039;rearArmor&#039;&#039;, &#039;&#039;underArmor&#039;&#039;]]) modified by the weapons armor effectiveness ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ArmorEffectiveness&#039;&#039;]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; NET POWER = POWER THROUGH P-SHIELDS x damageModifier - facingArmor x ArmorEffectiveness &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally damage is applied independently to each of the target unit stats. Power is multiplied by the weapons damage factor ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmor, ToHealth, ToStun, ToTime, ToEnergy, ToMorale&#039;&#039;]]) and then randomized from 0-100% depending on a flag ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmor, RandomHealth, RandomStun, RandomTime, RandomEnergy, RandomMorale&#039;&#039;]]). By default damage factors are 10% for armor, 100% for health, 25% for stun, 100% for wounds and 0% for the rest, and random flags are only true for stun and wounds.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR DAMAGE = NET POWER x ToArmor x IF(RandomArmor, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; HEALTH DAMAGE = NET POWER x ToHealth x IF(RandomHealth, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; STUN DAMAGE = NET POWER x ToStun x IF(RandomStun, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; TU DAMAGE = NET POWER x ToTime x IF(RandomTime, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; ENERGY DAMAGE = NET POWER x ToEnergy x IF(RandomEnergy, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; MORALE DAMAGE = NET POWER x ToMorale x IF(RandomMorale, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; Wounds are a special case. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the target suffered any health damage then they will also suffer morale damage unless the weapon has a flag against it ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;IgnoreNormalMoraleLose&#039;&#039;]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; EXTRA MORALE DAMAGE = HEALTH DAMAGE x (110 - Bravery) / 100 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Area of effect == &lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;/div&gt;</summary>
		<author><name>Surestrike</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89134</id>
		<title>Damage formula (OXCE)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89134"/>
		<updated>2019-04-27T20:26:13Z</updated>

		<summary type="html">&lt;p&gt;Surestrike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OXCE and mod scripts have greatly expanded the capabilities of weapons, items and armor. So here is a detailed breakdown of what happens when a weapon hits an enemy. Variable names are taken from the Ruleset or applicable Script or otherwise are ALL-CAPS.&lt;br /&gt;
&lt;br /&gt;
== Lethal ranged single target ==&lt;br /&gt;
&lt;br /&gt;
The power of an attack is the sum of the base power ([[Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;power&#039;&#039;]]) of the weapon, and the bonus power ([[Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;damageBonus&#039;&#039;]]) which depends on the weapon and can also depend on the stats of the user. This sum is then randomized depending on the weapon ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomType&#039;&#039;]]) but is typically 0%-200%.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; GROSS POWER = (power + damageBonus) x RNG(0%, 200%) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power can get weaker past a certain distance ([[Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeThreshold&#039;&#039;]]) in which case damage is reduced by an amount ([[Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeReduction&#039;&#039;]]) for every tile beyond that distance. The reduced power can&#039;t go negative and heal the target. &#039;&#039;&#039;TBD: can there be negative range reduction, i.e. power increases with distance? Is range damage reduction applied before or after randomType? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; RANGE REDUCED POWER = GROSS POWER - LIMIT_LOWER(0, RANGE - powerRangeThreshold) x powerRangeReduction &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] For each projectile that hits, energy shields are taken into account in the following sequence regardless of hit direction: left-hand energy shield item, right-hand energy shield item, armor energy shield. Each shield has a separate pool of hit points (&#039;&#039;shieldHp&#039;&#039;) that is reduced by the power they absorb modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once all shields are depleted any power remaining keeps going. As usual a lower resistance coefficient is more effective, but a value of zero means the shield is bypassed undamaged.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; E-SHIELD DAMAGE = RANGE REDUCED POWER x shieldResistCoeff / 100 &#039;&#039;&lt;br /&gt;
 &#039;&#039; POWER THROUGH E-SHIELDS = RANGE REDUCED POWER - shieldHp * 100 / shieldResistCoeff &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] Physical shield items come after energy shields, but only one shield will have any effect and the left-hand takes priority over the right-hand. Physical shields do not take damage and cannot be destroyed, but have 50% effectiveness from the sides, 25% from below, and 0% from the rear. They reduce power by their armor value (&#039;&#039;shieldArmor&#039;&#039;) modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once again a resistance of zero means the shield is bypassed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH P-SHIELDS = POWER THROUGH E-SHIELDS - shieldArmor * 100 / shieldResistCoeff x SIDE COEFFICIENT &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then armor pre-damage is applied to the side of the armor that was hit. Power is multiplied by a factor ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmorPre&#039;&#039;]]) and then randomized from 0-100% depending on a flag ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmorPre&#039;&#039;]]). &#039;&#039;&#039;TBD: check if armor pre-damage comes before or after shields.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR PRE-DAMAGE = POWER THROUGH P-SHIELDS x ToArmorPre x IF(RandomArmorPre, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor provides a final layer of protection. The remaining power is multiplied by a resistance factor depending on damage type ([[Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;damageModifier&#039;&#039;]]) and then reduced by the current armor value of the side that was hit ([[Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;frontArmor&#039;&#039;, &#039;&#039;sideArmor&#039;&#039;, &#039;&#039;sideArmor + leftArmorDiff&#039;&#039;, &#039;&#039;rearArmor&#039;&#039;, &#039;&#039;underArmor&#039;&#039;]]) modified by the weapons armor effectiveness ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ArmorEffectiveness&#039;&#039;]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; NET POWER = POWER THROUGH P-SHIELDS x damageModifier - facingArmor x ArmorEffectiveness &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally damage is applied independently to each of the target unit stats. Power is multiplied by the weapons damage factor ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmor, ToHealth, ToStun, ToTime, ToEnergy, ToMorale&#039;&#039;]]) and then randomized from 0-100% depending on a flag ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmor, RandomHealth, RandomStun, RandomTime, RandomEnergy, RandomMorale&#039;&#039;]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR DAMAGE = NET POWER x ToArmor x IF(RandomArmor, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; HEALTH DAMAGE = NET POWER x ToHealth x IF(RandomHealth, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; STUN DAMAGE = NET POWER x ToStun x IF(RandomStun, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; TU DAMAGE = NET POWER x ToTime x IF(RandomTime, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; ENERGY DAMAGE = NET POWER x ToEnergy x IF(RandomEnergy, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; MORALE DAMAGE = NET POWER x ToMorale x IF(RandomMorale, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
 &#039;&#039; Wounds are a special case. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the target suffered any health damage then they will also suffer morale damage unless the weapon has a flag not to ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;IgnoreNormalMoraleLose&#039;&#039;]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; EXTRA MORALE DAMAGE = HEALTH DAMAGE x (110 - Bravery) / 100 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Area of effect == &lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;/div&gt;</summary>
		<author><name>Surestrike</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89133</id>
		<title>Damage formula (OXCE)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89133"/>
		<updated>2019-04-27T20:00:20Z</updated>

		<summary type="html">&lt;p&gt;Surestrike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OXCE and mod scripts have greatly expanded the capabilities of weapons, items and armor. So here is a detailed breakdown of what happens when a weapon hits an enemy. Variable names are taken from the Ruleset or applicable Script or otherwise are ALL-CAPS.&lt;br /&gt;
&lt;br /&gt;
== Lethal ranged single target ==&lt;br /&gt;
&lt;br /&gt;
The power of an attack is the sum of the base power ([[Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;power&#039;&#039;]]) of the weapon, and the bonus power ([[Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;damageBonus&#039;&#039;]]) which depends on the weapon and usually the user too. This sum is then randomized depending on the weapon ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomType&#039;&#039;]]) but is usually in the range 0%-200%.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; GROSS POWER = (power + damageBonus) x RNG(0%, 200%) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shot can get weaker past a certain distance ([[Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeThreshold&#039;&#039;]]) in which case damage is reduced by an amount ([[Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeReduction&#039;&#039;]]) for every tile beyond that distance. The reduced can&#039;t be negative and won&#039;t heal the target. &#039;&#039;&#039;TBD: can there be negative range reduction, i.e. power increases with distance? Is range damage reduction applied before or after randomType? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; RANGE REDUCED POWER = GROSS POWER - LIMIT_LOWER(0, RANGE - powerRangeThreshold) x powerRangeReduction &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] For each projectile that hits, energy shields are taken into account in the following sequence regardless of hit direction: left-hand energy shield item, right-hand energy shield item, armor energy shield. Each shield has a separate pool of hit points (&#039;&#039;shieldHp&#039;&#039;) that is reduced by the power they absorb modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once all shields are depleted any power remaining keeps going. As usual a lower resistance coefficient is more effective, but a value of zero means the shield is bypassed undamaged.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; E-SHIELD DAMAGE = RANGE REDUCED POWER x shieldResistCoeff / 100 &#039;&#039;&lt;br /&gt;
 &#039;&#039; POWER THROUGH E-SHIELDS = RANGE REDUCED POWER - shieldHp * 100 / shieldResistCoeff &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] Physical shield items come after energy shields, but only one shield will have any effect and the left-hand takes priority over the right-hand. Physical shields do not take damage and cannot be destroyed, but have 50% effectiveness from the sides, 25% from below, and 0% from the rear. They reduce power by their armor value (&#039;&#039;shieldArmor&#039;&#039;) modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once again a resistance of zero means the shield is bypassed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH P-SHIELDS = POWER THROUGH E-SHIELDS - shieldArmor * 100 / shieldResistCoeff x SIDE COEFFICIENT &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then armor pre-damage is applied to the side of the armor that was hit. Power is multiplied by a factor ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmorPre&#039;&#039;]]) and then randomized from 0-100% depending on a flag ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmorPre&#039;&#039;]]). &#039;&#039;&#039;TBD: check if armor pre-damage comes before or after shields.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR PRE-DAMAGE = POWER THROUGH P-SHIELDS x ToArmorPre x IF(RandomArmorPre, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor provides a final layer of protection. The remaining power is multiplied by a resistance factor depending on damage type ([[Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;damageModifier&#039;&#039;]]) and then reduced by the current armor value of the side that was hit ([[Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;frontArmor&#039;&#039;, &#039;&#039;sideArmor&#039;&#039;, &#039;&#039;sideArmor + leftArmorDiff&#039;&#039;, &#039;&#039;rearArmor&#039;&#039;, &#039;&#039;underArmor&#039;&#039;]]) modified by the weapons armor effectiveness ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ArmorEffectiveness&#039;&#039;]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; NET POWER = POWER THROUGH P-SHIELDS x damageModifier - facingArmor x ArmorEffectiveness &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally damage is applied independently to each of the target unit stats. Power is multiplied by a factor ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmor, ToHealth, ToStun, ToTime, ToEnergy, ToMorale&#039;&#039;]]) and then randomized from 0-100% depending on a flag ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmor, RandomHealth, RandomStun, RandomTime, RandomEnergy, RandomMorale&#039;&#039;]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR DAMAGE = NET POWER x ToArmor x IF(RandomArmor, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Area of effect == &lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;/div&gt;</summary>
		<author><name>Surestrike</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89132</id>
		<title>Damage formula (OXCE)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89132"/>
		<updated>2019-04-27T19:59:11Z</updated>

		<summary type="html">&lt;p&gt;Surestrike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OXCE and mod scripts have greatly expanded the capabilities of weapons, items and armor. So here is a detailed breakdown of what happens when a weapon hits an enemy. Variable names are taken from the Ruleset or applicable Script or otherwise are ALL-CAPS.&lt;br /&gt;
&lt;br /&gt;
== Lethal ranged single target ==&lt;br /&gt;
&lt;br /&gt;
The power of an attack is the sum of the base power ([[Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;power&#039;&#039;]]) of the weapon, and the bonus power ([[Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;damageBonus&#039;&#039;]]) which depends on the weapon and usually the user too. This sum is then randomized depending on the weapon ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomType&#039;&#039;]]) but is usually in the range 0%-200%.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; GROSS POWER = (power + damageBonus) x RNG(0%, 200%) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shot can get weaker past a certain distance ([[Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeThreshold&#039;&#039;]]) in which case damage is reduced by an amount ([[Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeReduction&#039;&#039;]]) for every tile beyond that distance. The reduced can&#039;t be negative and won&#039;t heal the target. &#039;&#039;&#039;TBD: can there be negative range reduction, i.e. power increases with distance? Is range damage reduction applied before or after randomType? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; RANGE REDUCED POWER = GROSS POWER - LIMIT_LOWER(0, RANGE - powerRangeThreshold) x powerRangeReduction &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] For each projectile that hits, energy shields are taken into account in the following sequence regardless of hit direction: left-hand energy shield item, right-hand energy shield item, armor energy shield. Each shield has a separate pool of hit points (&#039;&#039;shieldHp&#039;&#039;) that is reduced by the power they absorb modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once all shields are depleted any power remaining keeps going. As usual a lower resistance coefficient is more effective, but a value of zero means the shield is bypassed undamaged.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH E-SHIELDS = RANGE REDUCED POWER - shieldHp * 100 / shieldResistCoeff &#039;&#039;&lt;br /&gt;
 &#039;&#039; E-SHIELD DAMAGE = RANGE REDUCED POWER x shieldResistCoeff / 100 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] Physical shield items come after energy shields, but only one shield will have any effect and the left-hand takes priority over the right-hand. Physical shields do not take damage and cannot be destroyed, but have 50% effectiveness from the sides, 25% from below, and 0% from the rear. They reduce power by their armor value (&#039;&#039;shieldArmor&#039;&#039;) modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once again a resistance of zero means the shield is bypassed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH P-SHIELDS = POWER THROUGH E-SHIELDS - shieldArmor * 100 / shieldResistCoeff x SIDE COEFFICIENT &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then armor pre-damage is applied to the side of the armor that was hit. Power is multiplied by a factor ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmorPre&#039;&#039;]]) and then randomized from 0-100% depending on a flag ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmorPre&#039;&#039;]]). &#039;&#039;&#039;TBD: check if armor pre-damage comes before or after shields.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR PRE-DAMAGE = POWER THROUGH P-SHIELDS x ToArmorPre x IF(RandomArmorPre, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor provides a final layer of protection. The remaining power is multiplied by a resistance factor depending on damage type ([[Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;damageModifier&#039;&#039;]]) and then reduced by the current armor value of the side that was hit ([[Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;frontArmor&#039;&#039;, &#039;&#039;sideArmor&#039;&#039;, &#039;&#039;sideArmor + leftArmorDiff&#039;&#039;, &#039;&#039;rearArmor&#039;&#039;, &#039;&#039;underArmor&#039;&#039;]]) modified by the weapons armor effectiveness ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ArmorEffectiveness&#039;&#039;]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; NET POWER = POWER THROUGH P-SHIELDS x damageModifier - facingArmor x ArmorEffectiveness &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally damage is applied independently to each of the target unit stats. Power is multiplied by a factor ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmor, ToHealth, ToStun, ToTime, ToEnergy, ToMorale&#039;&#039;]]) and then randomized from 0-100% depending on a flag ([[Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmor, RandomHealth, RandomStun, RandomTime, RandomEnergy, RandomMorale&#039;&#039;]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR DAMAGE = NET POWER x ToArmor x IF(RandomArmor, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Area of effect == &lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;/div&gt;</summary>
		<author><name>Surestrike</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89131</id>
		<title>Damage formula (OXCE)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89131"/>
		<updated>2019-04-27T19:56:37Z</updated>

		<summary type="html">&lt;p&gt;Surestrike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OXCE and mod scripts have greatly expanded the capabilities of weapons, items and armor. So here is a detailed breakdown of what happens when a weapon hits an enemy. Variable names are taken from the Ruleset or applicable Script or otherwise are ALL-CAPS.&lt;br /&gt;
&lt;br /&gt;
== Lethal ranged single target ==&lt;br /&gt;
&lt;br /&gt;
The power of an attack is the sum of the base power [[https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|power]] of the weapon, and the bonus power ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;damageBonus&#039;&#039;]) which depends on the weapon and usually the user too. This sum is then randomized depending on the weapon ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomType&#039;&#039;]) but is usually in the range 0%-200%.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; GROSS POWER = (power + damageBonus) x RNG(0%, 200%) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shot can get weaker past a certain distance ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeThreshold&#039;&#039;]) in which case damage is reduced by an amount ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeReduction&#039;&#039;]) for every tile beyond that distance. The reduced can&#039;t be negative and won&#039;t heal the target. &#039;&#039;&#039;TBD: can there be negative range reduction, i.e. power increases with distance? Is range damage reduction applied before or after randomType? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; RANGE REDUCED POWER = GROSS POWER - LIMIT_LOWER(0, RANGE - powerRangeThreshold) x powerRangeReduction &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] For each projectile that hits, energy shields are taken into account in the following sequence regardless of hit direction: left-hand energy shield item, right-hand energy shield item, armor energy shield. Each shield has a separate pool of hit points (&#039;&#039;shieldHp&#039;&#039;) that is reduced by the power they absorb modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once all shields are depleted any power remaining keeps going. As usual a lower resistance coefficient is more effective, but a value of zero means the shield is bypassed undamaged.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH E-SHIELDS = RANGE REDUCED POWER - shieldHp * 100 / shieldResistCoeff &#039;&#039;&lt;br /&gt;
 &#039;&#039; E-SHIELD DAMAGE = RANGE REDUCED POWER x shieldResistCoeff / 100 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] Physical shield items come after energy shields, but only one shield will have any effect and the left-hand takes priority over the right-hand. Physical shields do not take damage and cannot be destroyed, but have 50% effectiveness from the sides, 25% from below, and 0% from the rear. They reduce power by their armor value (&#039;&#039;shieldArmor&#039;&#039;) modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once again a resistance of zero means the shield is bypassed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH P-SHIELDS = POWER THROUGH E-SHIELDS - shieldArmor * 100 / shieldResistCoeff x SIDE COEFFICIENT &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then armor pre-damage is applied to the side of the armor that was hit. Power is multiplied by a factor ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmorPre&#039;&#039;]) and then randomized from 0-100% depending on a flag ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmorPre&#039;&#039;]). &#039;&#039;&#039;TBD: check if armor pre-damage comes before or after shields.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR PRE-DAMAGE = POWER THROUGH P-SHIELDS x ToArmorPre x IF(RandomArmorPre, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor provides a final layer of protection. The remaining power is multiplied by a resistance factor depending on damage type ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;damageModifier&#039;&#039;]) and then reduced by the current armor value of the side that was hit ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;frontArmor&#039;&#039;, &#039;&#039;sideArmor&#039;&#039;, &#039;&#039;sideArmor + leftArmorDiff&#039;&#039;, &#039;&#039;rearArmor&#039;&#039;, &#039;&#039;underArmor&#039;&#039;]) modified by the weapons armor effectiveness ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ArmorEffectiveness&#039;&#039;]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; NET POWER = POWER THROUGH P-SHIELDS x damageModifier - facingArmor x ArmorEffectiveness &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally damage is applied independently to each of the target unit stats. Power is multiplied by a factor ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmor, ToHealth, ToStun, ToTime, ToEnergy, ToMorale&#039;&#039;]) and then randomized from 0-100% depending on a flag ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmor, RandomHealth, RandomStun, RandomTime, RandomEnergy, RandomMorale&#039;&#039;]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR DAMAGE = NET POWER x ToArmor x IF(RandomArmor, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Area of effect == &lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;/div&gt;</summary>
		<author><name>Surestrike</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89130</id>
		<title>Damage formula (OXCE)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89130"/>
		<updated>2019-04-27T19:56:18Z</updated>

		<summary type="html">&lt;p&gt;Surestrike: /* Lethal ranged single target */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OXCE and mod scripts have greatly expanded the capabilities of weapons, items and armor. So here is a detailed breakdown of what happens when a weapon hits an enemy. Variable names are taken from the Ruleset or applicable Script or otherwise are ALL-CAPS.&lt;br /&gt;
&lt;br /&gt;
== Lethal ranged single target ==&lt;br /&gt;
&lt;br /&gt;
The power of an attack is the sum of the base power ([[https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|power]]) of the weapon, and the bonus power ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;damageBonus&#039;&#039;]) which depends on the weapon and usually the user too. This sum is then randomized depending on the weapon ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomType&#039;&#039;]) but is usually in the range 0%-200%.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; GROSS POWER = (power + damageBonus) x RNG(0%, 200%) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shot can get weaker past a certain distance ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeThreshold&#039;&#039;]) in which case damage is reduced by an amount ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeReduction&#039;&#039;]) for every tile beyond that distance. The reduced can&#039;t be negative and won&#039;t heal the target. &#039;&#039;&#039;TBD: can there be negative range reduction, i.e. power increases with distance? Is range damage reduction applied before or after randomType? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; RANGE REDUCED POWER = GROSS POWER - LIMIT_LOWER(0, RANGE - powerRangeThreshold) x powerRangeReduction &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] For each projectile that hits, energy shields are taken into account in the following sequence regardless of hit direction: left-hand energy shield item, right-hand energy shield item, armor energy shield. Each shield has a separate pool of hit points (&#039;&#039;shieldHp&#039;&#039;) that is reduced by the power they absorb modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once all shields are depleted any power remaining keeps going. As usual a lower resistance coefficient is more effective, but a value of zero means the shield is bypassed undamaged.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH E-SHIELDS = RANGE REDUCED POWER - shieldHp * 100 / shieldResistCoeff &#039;&#039;&lt;br /&gt;
 &#039;&#039; E-SHIELD DAMAGE = RANGE REDUCED POWER x shieldResistCoeff / 100 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] Physical shield items come after energy shields, but only one shield will have any effect and the left-hand takes priority over the right-hand. Physical shields do not take damage and cannot be destroyed, but have 50% effectiveness from the sides, 25% from below, and 0% from the rear. They reduce power by their armor value (&#039;&#039;shieldArmor&#039;&#039;) modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once again a resistance of zero means the shield is bypassed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH P-SHIELDS = POWER THROUGH E-SHIELDS - shieldArmor * 100 / shieldResistCoeff x SIDE COEFFICIENT &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then armor pre-damage is applied to the side of the armor that was hit. Power is multiplied by a factor ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmorPre&#039;&#039;]) and then randomized from 0-100% depending on a flag ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmorPre&#039;&#039;]). &#039;&#039;&#039;TBD: check if armor pre-damage comes before or after shields.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR PRE-DAMAGE = POWER THROUGH P-SHIELDS x ToArmorPre x IF(RandomArmorPre, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor provides a final layer of protection. The remaining power is multiplied by a resistance factor depending on damage type ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;damageModifier&#039;&#039;]) and then reduced by the current armor value of the side that was hit ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;frontArmor&#039;&#039;, &#039;&#039;sideArmor&#039;&#039;, &#039;&#039;sideArmor + leftArmorDiff&#039;&#039;, &#039;&#039;rearArmor&#039;&#039;, &#039;&#039;underArmor&#039;&#039;]) modified by the weapons armor effectiveness ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ArmorEffectiveness&#039;&#039;]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; NET POWER = POWER THROUGH P-SHIELDS x damageModifier - facingArmor x ArmorEffectiveness &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally damage is applied independently to each of the target unit stats. Power is multiplied by a factor ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmor, ToHealth, ToStun, ToTime, ToEnergy, ToMorale&#039;&#039;]) and then randomized from 0-100% depending on a flag ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmor, RandomHealth, RandomStun, RandomTime, RandomEnergy, RandomMorale&#039;&#039;]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR DAMAGE = NET POWER x ToArmor x IF(RandomArmor, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Area of effect == &lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;/div&gt;</summary>
		<author><name>Surestrike</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89129</id>
		<title>Damage formula (OXCE)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89129"/>
		<updated>2019-04-27T19:55:08Z</updated>

		<summary type="html">&lt;p&gt;Surestrike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OXCE and mod scripts have greatly expanded the capabilities of weapons, items and armor. So here is a detailed breakdown of what happens when a weapon hits an enemy. Variable names are taken from the Ruleset or applicable Script or otherwise are ALL-CAPS.&lt;br /&gt;
&lt;br /&gt;
== Lethal ranged single target ==&lt;br /&gt;
&lt;br /&gt;
The power of an attack is the sum of the base power (&#039;&#039;[[https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|power]]&#039;&#039;) of the weapon, and the bonus power ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;damageBonus&#039;&#039;]) which depends on the weapon and usually the user too. This sum is then randomized depending on the weapon ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomType&#039;&#039;]) but is usually in the range 0%-200%.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; GROSS POWER = (power + damageBonus) x RNG(0%, 200%) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shot can get weaker past a certain distance ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeThreshold&#039;&#039;]) in which case damage is reduced by an amount ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeReduction&#039;&#039;]) for every tile beyond that distance. The reduced can&#039;t be negative and won&#039;t heal the target. &#039;&#039;&#039;TBD: can there be negative range reduction, i.e. power increases with distance? Is range damage reduction applied before or after randomType? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; RANGE REDUCED POWER = GROSS POWER - LIMIT_LOWER(0, RANGE - powerRangeThreshold) x powerRangeReduction &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] For each projectile that hits, energy shields are taken into account in the following sequence regardless of hit direction: left-hand energy shield item, right-hand energy shield item, armor energy shield. Each shield has a separate pool of hit points (&#039;&#039;shieldHp&#039;&#039;) that is reduced by the power they absorb modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once all shields are depleted any power remaining keeps going. As usual a lower resistance coefficient is more effective, but a value of zero means the shield is bypassed undamaged.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH E-SHIELDS = RANGE REDUCED POWER - shieldHp * 100 / shieldResistCoeff &#039;&#039;&lt;br /&gt;
 &#039;&#039; E-SHIELD DAMAGE = RANGE REDUCED POWER x shieldResistCoeff / 100 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] Physical shield items come after energy shields, but only one shield will have any effect and the left-hand takes priority over the right-hand. Physical shields do not take damage and cannot be destroyed, but have 50% effectiveness from the sides, 25% from below, and 0% from the rear. They reduce power by their armor value (&#039;&#039;shieldArmor&#039;&#039;) modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once again a resistance of zero means the shield is bypassed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH P-SHIELDS = POWER THROUGH E-SHIELDS - shieldArmor * 100 / shieldResistCoeff x SIDE COEFFICIENT &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then armor pre-damage is applied to the side of the armor that was hit. Power is multiplied by a factor ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmorPre&#039;&#039;]) and then randomized from 0-100% depending on a flag ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmorPre&#039;&#039;]). &#039;&#039;&#039;TBD: check if armor pre-damage comes before or after shields.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR PRE-DAMAGE = POWER THROUGH P-SHIELDS x ToArmorPre x IF(RandomArmorPre, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor provides a final layer of protection. The remaining power is multiplied by a resistance factor depending on damage type ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;damageModifier&#039;&#039;]) and then reduced by the current armor value of the side that was hit ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;frontArmor&#039;&#039;, &#039;&#039;sideArmor&#039;&#039;, &#039;&#039;sideArmor + leftArmorDiff&#039;&#039;, &#039;&#039;rearArmor&#039;&#039;, &#039;&#039;underArmor&#039;&#039;]) modified by the weapons armor effectiveness ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ArmorEffectiveness&#039;&#039;]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; NET POWER = POWER THROUGH P-SHIELDS x damageModifier - facingArmor x ArmorEffectiveness &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally damage is applied independently to each of the target unit stats. Power is multiplied by a factor ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmor, ToHealth, ToStun, ToTime, ToEnergy, ToMorale&#039;&#039;]) and then randomized from 0-100% depending on a flag ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmor, RandomHealth, RandomStun, RandomTime, RandomEnergy, RandomMorale&#039;&#039;]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR DAMAGE = NET POWER x ToArmor x IF(RandomArmor, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area of effect == &lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;/div&gt;</summary>
		<author><name>Surestrike</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89128</id>
		<title>Damage formula (OXCE)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89128"/>
		<updated>2019-04-27T19:53:24Z</updated>

		<summary type="html">&lt;p&gt;Surestrike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OXCE and mod scripts have greatly expanded the capabilities of weapons, items and armor. So here is a detailed breakdown of what happens when a weapon hits an enemy. Variable names are taken from the Ruleset or applicable Script or otherwise are ALL-CAPS.&lt;br /&gt;
&lt;br /&gt;
== Lethal ranged single target ==&lt;br /&gt;
&lt;br /&gt;
The power of an attack is the sum of the base power ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;power&#039;&#039;]) of the weapon, and the bonus power ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;damageBonus&#039;&#039;]) which depends on the weapon and usually the user too. This sum is then randomized depending on the weapon ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomType&#039;&#039;]) but is usually in the range 0%-200%.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; GROSS POWER = (power + damageBonus) x RNG(0%, 200%) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shot can get weaker past a certain distance ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeThreshold&#039;&#039;]) in which case damage is reduced by an amount ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeReduction&#039;&#039;]) for every tile beyond that distance. The reduced can&#039;t be negative and won&#039;t heal the target. &#039;&#039;&#039;TBD: can there be negative range reduction, i.e. power increases with distance? Is range damage reduction applied before or after randomType? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; RANGE REDUCED POWER = GROSS POWER - LIMIT_LOWER(0, RANGE - powerRangeThreshold) x powerRangeReduction &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] For each projectile that hits, energy shields are taken into account in the following sequence regardless of hit direction: left-hand energy shield item, right-hand energy shield item, armor energy shield. Each shield has a separate pool of hit points (&#039;&#039;shieldHp&#039;&#039;) that is reduced by the power they absorb modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once all shields are depleted any power remaining keeps going. As usual a lower resistance coefficient is more effective, but a value of zero means the shield is bypassed undamaged.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH E-SHIELDS = RANGE REDUCED POWER - shieldHp * 100 / shieldResistCoeff &#039;&#039;&lt;br /&gt;
 &#039;&#039; E-SHIELD DAMAGE = RANGE REDUCED POWER x shieldResistCoeff / 100 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] Physical shield items come after energy shields, but only one shield will have any effect and the left-hand takes priority over the right-hand. Physical shields do not take damage and cannot be destroyed, but have 50% effectiveness from the sides, 25% from below, and 0% from the rear. They reduce power by their armor value (&#039;&#039;shieldArmor&#039;&#039;) modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once again a resistance of zero means the shield is bypassed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH P-SHIELDS = POWER THROUGH E-SHIELDS - shieldArmor * 100 / shieldResistCoeff x SIDE COEFFICIENT &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then armor pre-damage is applied to the side of the armor that was hit. Power is multiplied by a factor ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmorPre&#039;&#039;]) and then randomized from 0-100% depending on a flag ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmorPre&#039;&#039;]). &#039;&#039;&#039;TBD: check if armor pre-damage comes before or after shields.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR PRE-DAMAGE = POWER THROUGH P-SHIELDS x ToArmorPre x IF(RandomArmorPre, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor provides a final layer of protection. The remaining power is multiplied by a resistance factor depending on damage type ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;damageModifier&#039;&#039;]) and then reduced by the current armor value of the side that was hit ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;frontArmor&#039;&#039;, &#039;&#039;sideArmor&#039;&#039;, &#039;&#039;sideArmor + leftArmorDiff&#039;&#039;, &#039;&#039;rearArmor&#039;&#039;, &#039;&#039;underArmor&#039;&#039;]) modified by the weapons armor effectiveness ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ArmorEffectiveness&#039;&#039;]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; NET POWER = POWER THROUGH P-SHIELDS x damageModifier - facingArmor x ArmorEffectiveness &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally damage is applied independently to each of the target unit stats. Power is multiplied by a factor ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmor, ToHealth, ToStun, ToTime, ToEnergy, ToMorale&#039;&#039;]) and then randomized from 0-100% depending on a flag ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmor, RandomHealth, RandomStun, RandomTime, RandomEnergy, RandomMorale&#039;&#039;]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR DAMAGE = NET POWER x ToArmor x IF(RandomArmor, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area of effect == &lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;/div&gt;</summary>
		<author><name>Surestrike</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89127</id>
		<title>Damage formula (OXCE)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_formula_(OXCE)&amp;diff=89127"/>
		<updated>2019-04-27T19:52:38Z</updated>

		<summary type="html">&lt;p&gt;Surestrike: Created page with &amp;quot;OXCE and mod scripts have greatly expanded the capabilities of weapons, items and armor. So here is a detailed breakdown of what happens when a weapon hits an enemy. Variable...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OXCE and mod scripts have greatly expanded the capabilities of weapons, items and armor. So here is a detailed breakdown of what happens when a weapon hits an enemy. Variable names are taken from the Ruleset or applicable Script and are all caps otherwise.&lt;br /&gt;
&lt;br /&gt;
== Lethal ranged single target ==&lt;br /&gt;
&lt;br /&gt;
The power of an attack is the sum of the base power ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;power&#039;&#039;]) of the weapon, and the bonus power ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|&#039;&#039;damageBonus&#039;&#039;]) which depends on the weapon and usually the user too. This sum is then randomized depending on the weapon ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomType&#039;&#039;]) but is usually in the range 0%-200%.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; GROSS POWER = (power + damageBonus) x RNG(0%, 200%) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shot can get weaker past a certain distance ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeThreshold&#039;&#039;]) in which case damage is reduced by an amount ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Waypoints.2C_Shotguns.2C_Range_Limits_and_Accuracy.2FPower_Dropoff|&#039;&#039;powerRangeReduction&#039;&#039;]) for every tile beyond that distance. The reduced can&#039;t be negative and won&#039;t heal the target. &#039;&#039;&#039;TBD: can there be negative range reduction, i.e. power increases with distance? Is range damage reduction applied before or after randomType? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; RANGE REDUCED POWER = GROSS POWER - LIMIT_LOWER(0, RANGE - powerRangeThreshold) x powerRangeReduction &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] For each projectile that hits, energy shields are taken into account in the following sequence regardless of hit direction: left-hand energy shield item, right-hand energy shield item, armor energy shield. Each shield has a separate pool of hit points (&#039;&#039;shieldHp&#039;&#039;) that is reduced by the power they absorb modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once all shields are depleted any power remaining keeps going. As usual a lower resistance coefficient is more effective, but a value of zero means the shield is bypassed undamaged.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH E-SHIELDS = RANGE REDUCED POWER - shieldHp * 100 / shieldResistCoeff &#039;&#039;&lt;br /&gt;
 &#039;&#039; E-SHIELD DAMAGE = RANGE REDUCED POWER x shieldResistCoeff / 100 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Yankes Scripts] Physical shield items come after energy shields, but only one shield will have any effect and the left-hand takes priority over the right-hand. Physical shields do not take damage and cannot be destroyed, but have 50% effectiveness from the sides, 25% from below, and 0% from the rear. They reduce power by their armor value (&#039;&#039;shieldArmor&#039;&#039;) modified by a resistance factor depending on damage type (&#039;&#039;shieldResistCoeff&#039;&#039;). Once again a resistance of zero means the shield is bypassed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; POWER THROUGH P-SHIELDS = POWER THROUGH E-SHIELDS - shieldArmor * 100 / shieldResistCoeff x SIDE COEFFICIENT &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then armor pre-damage is applied to the side of the armor that was hit. Power is multiplied by a factor ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmorPre&#039;&#039;]) and then randomized from 0-100% depending on a flag ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmorPre&#039;&#039;]). &#039;&#039;&#039;TBD: check if armor pre-damage comes before or after shields.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR PRE-DAMAGE = POWER THROUGH P-SHIELDS x ToArmorPre x IF(RandomArmorPre, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor provides a final layer of protection. The remaining power is multiplied by a resistance factor depending on damage type ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;damageModifier&#039;&#039;]) and then reduced by the current armor value of the side that was hit ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Armor|&#039;&#039;frontArmor&#039;&#039;, &#039;&#039;sideArmor&#039;&#039;, &#039;&#039;sideArmor + leftArmorDiff&#039;&#039;, &#039;&#039;rearArmor&#039;&#039;, &#039;&#039;underArmor&#039;&#039;]) modified by the weapons armor effectiveness ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ArmorEffectiveness&#039;&#039;]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; NET POWER = POWER THROUGH P-SHIELDS x damageModifier - facingArmor x ArmorEffectiveness &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally damage is applied independently to each of the target unit stats. Power is multiplied by a factor ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;ToArmor, ToHealth, ToStun, ToTime, ToEnergy, ToMorale&#039;&#039;]) and then randomized from 0-100% depending on a flag ([https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types|&#039;&#039;RandomArmor, RandomHealth, RandomStun, RandomTime, RandomEnergy, RandomMorale&#039;&#039;]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039; ARMOR DAMAGE = NET POWER x ToArmor x IF(RandomArmor, RNG(0%, 100%)) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area of effect == &lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;/div&gt;</summary>
		<author><name>Surestrike</name></author>
	</entry>
</feed>