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Damage types

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Damage Types, also referred to as "damage groups", are a method utilized by the Halo engine to calculate damage and whether they possess any strengths or weaknesses against different materials.

Overview[edit]

Any time damage is dealt within Halo it is done so via a damage effect tag, which controls the minimum and maximum damage, whether it possesses any random damage, and the radius of damage. The tag also contains other variables which can be set to true or false such as the ability to headshot or deal friendly fire damage. Once the min and max damage values are set a damage type or two can be assigned. Damage types are defined in the globals tag and multiply against the values assigned in damage effect tags. The sniper rifle in Halo 2 deals 45 damage. Its first damage type, known as generic damage, is set to bullet_fast, which defines all of its base traits such as a 0.5x damage multiplier (50% damage reduction) against Brute health. The second damage type, called specific damage, is sniper and adds an additional 2x damage multiplier to spartan and elite shields. Although the engine functionality remains in later titles, the practice of using specific damage types was dropped with the release of Halo Reach. The sniper rifle of that game simply uses one damage type named sniper, containing all necessary data without needing to multiply with another damage type.

Halo: Combat Evolved[edit]

Halo: Combat Evolved does not use a global damage table, instead every damage effect tag contains its own complete set of damage multipliers. A finite set of materials exist within Halo: Combat Evolved as a hardcoded engine limitation and the number of unique materials cannot be modified via tags. Below is an example of the assault rifle's damage multipliers. More weapon damage multipliers can be found on their respective weapon pages.

Assault Rifle bullet - Halo: Combat Evolved damage modifiers
dirt sand stone snow wood metal (hollow) metal (thin) metal (thick) rubber glass force field grunt hunter armor hunter skin elite jackal jackal energy shield engineer engineer force field flood combat form flood carrier form cyborg cyborg energy shield armored human human sentinel monitor plastic water leaves elite energy shield ice hunter shield
0 0 0 0 0 0.25 0.25 0.25 0.25 1 0 1 0.5 0.5 1 1 0 0.6 0 0.65 0.65 1 1 1 1 1 0 0 0 0 0.7 0 0

Halo 2[edit]

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 bullet_slow being utilized by both the SMG and Magnum. If a table entry is blank it means that damage type defaults to 1x damage against that material.

Halo 2 damage table
all bullet slow plasma slow bullet fast plasma fast bullet vehicle plasma vehicle explosion small explosion attached explosion large collision melee cutting burning emp sniper anti flood kill flood sentinel melee no damage
material 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0
liquid 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
liquid thin 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
liquid thick 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
soft 1 1 1 1 1 1 1 1 1 1 1 1 2 0.25 0 0
soft organic 1 1 1 1 1 1 1 1 1 1 1 1 2 2 0 0
soft organic flesh hunter 2 2 2 2 4 0
soft inorganic 1 1 1 1 1 1 1 1 1 1 1 1 2 0.25 0 0
soft terrain 1 1 1 1 1 1 1 1 0 1 1 0.25 2 0.25 0 0
tough 1 0.5 1 1 1 1 1 1 1 1 1 1 2 0.25 0 0
tough organic 1 0.5 0.5 1 1 1 1 1 1 1 1 1 1 2 0 0
tough organic flesh brute tartarus 0 1 1 1 1 0.5 0.5 0 0.25 0 0.5 0.5 1 2 0 0 0
tough inorganic 1 0.5 0.5 1 1 1 1 1 1 1 1 1 2 0.25 0 0
tough floodflesh 1 1.25 0.5 0.5 0.5 0.5 0.5 1 1 1 1 0.25 4 2 0 6 2 6 0
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