Damage

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All units and structures in Tempest Rising have different TR Stats Combat Icon.png damage values and TR Stats Armor Icon.png armor types. Each damage type is adjusted based on the armor of the object they are attacking. Units also have an associated attack speed value, which determines their rate of fire. Status effects are an additional factor that affects the amount of damage a unit can take.

Types of damage

Armed units and defenses can deal one of 6 damage types listed below. Different damage types are more effective against different types of units.

  • Rifle, effective against infantry.
  • Rocket, effective against vehicles, aircraft, and structures.
  • Explosive, effective against grouped infantry and structures.
  • Cannon, effective against vehicles.
  • Fire, effective against infantry and structures.
  • Sniper, very effective against infantry.
  • Omni, ignores all resistance, effective against all armor types.

Armor

Armor ratings of the Boar Tank

Units have 6 armor ratings, one for each damage type. It scales from 0% (completely vulnerable) to 100% (completely immune). For example, a unit that has an armor rating of 75% from Rifle attacks but 0% from Cannon attacks means they are resilient to basic infantry fire, yet are vulnerable to tank fire.

The damage () dealt by a single attack after Armor is applied can be determined using the following formula:

  • is the damage dealt by the attacking unit.
  • is the armor rating value the target unit has for that damage type.

To calculate damage per second () inflicted on a target unit with a certain damage type, we need include two other factors into the formula:

  • is the attack speed (rate of fire or attack interval) of the attacking unit. A lower number here means it attacks faster (a faster refire rate).
  • signifies the fact that some units fire multiple attacks in a single attack interval, such as the Havoc which fires 4 rockets, or the Drone Operator's combat drone which fires 2 attacks.

Additional damage reduction

Armor is not the only source of damage reduction. Target units may have a status effect that apply a damage reduction effect (e.g. Prone Prone), or a global effect such as the Tempest Dynasty's Martial Plan. In such scenarios, the final damage per second formula will look like the below:

  • is the in-game damage reduction value applied by the effect (expressed as a decimal ).

Since damage reduction effects multiply with other damage reduction effects, damage can never be reduced to 0.

Passive abilities

Some units and defenses have a passive ability associated with a damage type that stacks onto their attack. Passive abilities may apply or work in conjunction with a status effect.

See also