Damage: Difference between revisions

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== Headshots ==
== Headshots ==
The [[Sniper Rifle]] deals double damage on a headshot, and a headshot plays its own hit sound. Other weapons do the same damage wherever they hit.
The [[Sniper Rifle]] deals double damage on a headshot, and the [[Assault Rifle]] deals 1.5 times damage. A headshot plays its own hit sound. Other weapons do the same damage wherever they hit.
 
== Damage types ==
Every hit has a type, and the type decides which resistances apply to it. Some items make you take less (or more) damage of a type, or of a whole category of types.
 
{| class="wikitable"
! Category !! Type !! Dealt by
|-
| rowspan="4" | Kinetic || Bullet || [[Pistol]], [[SMG]], [[Assault Rifle]], [[Desert Eagle]], [[Revolver]], [[Shotgun]], [[Revolving Shotgun]], [[Minigun]], [[Sniper Rifle]], [[Syringer]], [[Sentry]] rounds
|-
| Melee || [[Cast Iron Pan]], Wrench, [[Basher Tentacle]], [[Broadsword]], the [[The Chield|Chield]]'s bash
|-
| Explosion || [[Rocket Launcher]], [[Grenade Launcher]], [[Telekineater]], sentry rockets
|-
| Fall || Falling, and slamming into the world after being thrown or bashed
|-
| rowspan="3" | Elemental || Energy || [[Pulse Rifle]], [[L.E.B.]], [[Zappinator]]
|-
| Fire || [[Flamethrower]], [[Flare Gun]], and the afterburn from both
|-
| Frost || [[Thermal Void]]
|}
 
=== Resistances ===
* An item can change the damage you take from one type (for example "Bullet Damage Taken -30%") or from every type in a category ("Elemental Damage Taken"). It is listed on the item's card under ''When equipped''.
* Only items in your loadout count, and their amounts '''add together''': two -30% bullet resistances make -60%, not -51%. A type's own amount and its category's amount add the same way.
* You never take less than none and never get healed by a resistance: the total stops at 0% damage taken.
* Some modifiers apply only to damage you deal to yourself, like the [[Rocket Pads]]' -50% on your own explosions. Fall damage is nobody's, so those modifiers do not apply to it.
* Knockback is separate. An item can reduce the push you take from other players' hits and blasts (the [[The Chield|Chield]] takes half), but never your own rocket jumps.
* Healing is never changed by a resistance, and neither is damage that is no hit at all, such as a game mode's own health cost.
* A hit is scaled once, when it lands, so the damage number, the scoreboard, kill credit and the [[Kill feed]] all show the reduced amount.
 
Items that change damage taken today:
{| class="wikitable"
! Item !! Effect
|-
| [[The Chield]] || Bullet damage taken -30%, knockback taken -50%
|-
| [[Rocket Pads]] || Self explosion damage taken -50%, fall damage taken -100%
|}
 
=== Frozen targets ===
A target frozen solid by the [[Thermal Void]] shatters when a kinetic hit kills it. An elemental killing blow (energy or fire) leaves a stiff, whole statue.


== Explosions ==
== Explosions ==
Line 27: Line 69:
| [[Grenade Launcher]] || 50% of the blast
| [[Grenade Launcher]] || 50% of the blast
|}
|}
The [[Rocket Pads]] halve all of it, and remove fall damage.
The [[Flare Gun]] also burns and thaws you, but for a fifth of its blast.


== Fire and cold ==
== Fire and cold ==
* The [[Flamethrower]] sets targets on fire. Afterburn deals 2 to 4 damage every half second for 3 to 8 seconds; the longer you keep someone in the flames, the worse it gets. A [[Health pack|health pack]] puts the fire out.
* The [[Flamethrower]] sets targets on fire. Afterburn deals 2 to 4 damage every half second for 3 to 8 seconds; the longer you keep someone in the flames, the worse it gets. A [[Health pack|health pack]] puts the fire out.
* The [[Flare Gun]] sets its target on fire at full afterburn and deals double damage to anything already burning.
* The [[Thermal Void]] chills its target, slowing them more with every hit until they freeze solid for 2 seconds.
* The [[Thermal Void]] chills its target, slowing them more with every hit until they freeze solid for 2 seconds.



Latest revision as of 23:19, 25 October 2026

How damage, healing, and health work.

Health

Main article: Health

Range falloff

Most bullet weapons deal full damage up close and less at range. Each weapon's page gives the distance where damage starts to drop and the share left at long range; for example the Shotgun keeps full damage to 5 m and falls to 40% at 25 m. The Rocket Launcher also loses damage over the distance its rocket flies. Melee weapons and the Sniper Rifle have no falloff.

Headshots

The Sniper Rifle deals double damage on a headshot, and the Assault Rifle deals 1.5 times damage. A headshot plays its own hit sound. Other weapons do the same damage wherever they hit.

Damage types

Every hit has a type, and the type decides which resistances apply to it. Some items make you take less (or more) damage of a type, or of a whole category of types.

Category Type Dealt by
Kinetic Bullet Pistol, SMG, Assault Rifle, Desert Eagle, Revolver, Shotgun, Revolving Shotgun, Minigun, Sniper Rifle, Syringer, Sentry rounds
Melee Cast Iron Pan, Wrench, Basher Tentacle, Broadsword, the Chield's bash
Explosion Rocket Launcher, Grenade Launcher, Telekineater, sentry rockets
Fall Falling, and slamming into the world after being thrown or bashed
Elemental Energy Pulse Rifle, L.E.B., Zappinator
Fire Flamethrower, Flare Gun, and the afterburn from both
Frost Thermal Void

Resistances

  • An item can change the damage you take from one type (for example "Bullet Damage Taken -30%") or from every type in a category ("Elemental Damage Taken"). It is listed on the item's card under When equipped.
  • Only items in your loadout count, and their amounts add together: two -30% bullet resistances make -60%, not -51%. A type's own amount and its category's amount add the same way.
  • You never take less than none and never get healed by a resistance: the total stops at 0% damage taken.
  • Some modifiers apply only to damage you deal to yourself, like the Rocket Pads' -50% on your own explosions. Fall damage is nobody's, so those modifiers do not apply to it.
  • Knockback is separate. An item can reduce the push you take from other players' hits and blasts (the Chield takes half), but never your own rocket jumps.
  • Healing is never changed by a resistance, and neither is damage that is no hit at all, such as a game mode's own health cost.
  • A hit is scaled once, when it lands, so the damage number, the scoreboard, kill credit and the Kill feed all show the reduced amount.

Items that change damage taken today:

Item Effect
The Chield Bullet damage taken -30%, knockback taken -50%
Rocket Pads Self explosion damage taken -50%, fall damage taken -100%

Frozen targets

A target frozen solid by the Thermal Void shatters when a kinetic hit kills it. An elemental killing blow (energy or fire) leaves a stiff, whole statue.

Explosions

Explosions take health from everyone in their radius and push them away. Knockback is listed on each weapon's page in m/s.

Self-damage

Your own explosions hurt you, but less than they hurt enemies:

Weapon Damage to you
Rocket Launcher 20% of the blast
Telekineater 20% of the blast
Grenade Launcher 50% of the blast

The Rocket Pads halve all of it, and remove fall damage. The Flare Gun also burns and thaws you, but for a fifth of its blast.

Fire and cold

  • The Flamethrower sets targets on fire. Afterburn deals 2 to 4 damage every half second for 3 to 8 seconds; the longer you keep someone in the flames, the worse it gets. A health pack puts the fire out.
  • The Flare Gun sets its target on fire at full afterburn and deals double damage to anything already burning.
  • The Thermal Void chills its target, slowing them more with every hit until they freeze solid for 2 seconds.

Fall damage

Landing from up to about 6.7 m is free. Past that, damage grows with the height, up to half your maximum health for a drop of 50 m or more.

Death and respawning

When your health reaches 0 you die. See also Health#Dying and respawning.

You respawn after 8 seconds unless the game mode says otherwise. While you wait, the Kill cam shows how you died. After respawning you are briefly immune, and your own spawn room keeps you protected while you are in it.

See also

TeamSpec
Weapons Grenade Launcher · Shotgun · Minigun · Rocket Launcher · Revolving Shotgun · Cast Iron Pan · Sniper Rifle · Mender · Pulse Rifle · Flamethrower · Telekineater · Hammerench · Pistol · SMG · Desert Eagle · Revolver · Thermal Void · Basher Tentacle · Bauble of Condensed Air · Struction Console · Pet Rock · Soul Linker · Assault Rifle · L.E.B. · The Chield · Flare Gun · Zappinator · Rocket Pads · Broadsword · Syringer
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