Editing Damage types

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==''Halo: Combat Evolved''==
==''[[Halo: Combat Evolved]]''==
''[[Halo: Combat Evolved]]'' does not use damage tables, instead every damage effect tag contains its own complete set of damage multipliers. Also of note, the total number of materials that exist within ''Halo: Combat Evolved'' is hardcoded to the engine itself and cannot be modified through tags.
''Halo: Combat Evolved'' does not use damage tables, instead every damage effect tag contains its own complete set of damage multipliers. Also of note, the total number of materials that exist within ''Halo: Combat Evolved'' is hardcoded to the engine itself and cannot be modified through tags.
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==''Halo 2''==
==''[[Halo 2]]''==
''[[Halo 2]]'' is the first proper title in which a damage table appears, allowing multiple damage effects to share the same damage type, such as both the [[SMG]] and [[Magnum]] utilizing "damage_slow".
''Halo 2'' is the first proper title in which a damage table appears, allowing multiple damage effects to share the same damage type, such as both the [[SMG]] and [[Magnum]] utilizing "damage_slow".
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{{:Damage_table/H2}}
{{:Damage_table/H2}}
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==''Halo: Reach''==
==''Halo: Reach''==
With sandbox elements such as the [[flamethrower]], [[Flood]], and [[Sentinel|Sentinels]] not returning, the damage tables in ''[[Halo: Reach]]'' were greatly reduced in complexity. Specific damage types such as "anti flood", and specific armor modifiers such as "soft organic flesh hunter" and "sentinel" were removed.
With sandbox elements such as the [[flamethrower]], [[Flood]], and [[Sentinel|Sentinels]] not returning, the damage tables in ''Halo: Reach'' were greatly reduced in complexity. Specific damage types such as "anti flood", and specific armor modifiers such as "soft organic flesh hunter" and "sentinel" were removed.
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{{:Damage_table/HR}}
{{:Damage_table/HR}}
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==''Halo Infinite''==
==''Halo Infinite''==
<center>''Disclaimer: all below statistics are derived from unofficial tools and may be inaccurate''</center>
<center>''Disclaimer: all below statistics are derived from unofficial tools and may be inaccurate''</center>
Despite appearing in almost every game, damage types never had much attention drawn to the mechanic. Aside from recognizing plasma as an excellent shield stripper, other damage types acted in less impactful ways and were more subtle. The developers of ''[[Halo Infinite]]'' sought to correct this by simplifying the existing damage types while also creating more unique distinctions between them. Weapons now fall into one of five categories:
Despite appearing in almost every game, damage types never had much attention drawn to the mechanic. Aside from recognizing plasma as an excellent shield stripper, other damage types acted in less impactful ways and were more subtle. The developers of ''Halo Infinite'' sought to correct this by simplifying the existing damage types while also creating more unique distinctions between them. Weapons now fall into one of five categories:
* [[File:HI Kinetic.png|x19px]] [[Weapon_types#Kinetic|Kinetic]]
* [[File:HI Kinetic.png|x19px]] [[Weapon_types#Kinetic|Kinetic]]
* [[File:HI Plasma.png|x19px]] [[Weapon_types#Plasma|Plasma]]
* [[File:HI Plasma.png|x19px]] [[Weapon_types#Plasma|Plasma]]

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