Gameplay

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==Overview==
==Overview==
Any time damage is dealt within ''Halo'' it is done so via a '''damage effect''' [[tag]], which controls the minimum damage, 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 values are set for min and max damage a damage type or two can be assigned. Damage types are defined in the '''globals''' tag and multiple againt the values assigned in damage effect tags. The [[sniper rifle]] in ''[[Halo 2]]'' deals 45 damage. Its first damage type is set to "bullet_fast" which defines all of its traits such as a 50% damage reduction to [[Brute]] health. The second damage type, called specific damage, is "sniper" and adds an additional 2x damagemultiplier against spartan and elite shields. By ''[[Halo Reach]]'' the practice of using specific damage types was dropped and 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
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 values are set for min and max damage a damage type or two can be assigned. Damage types are defined in the '''globals''' tag and multiply againt 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 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. By ''[[Halo Reach]]'' the practice of using specific damage types was dropped and 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.
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==''Halo: Combat Evolved''==
''[[Halo: Combat Evolved]]'' does not use damage tables, instead every single 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".
{{:Damage_table/H2}}
{{:Damage_table/H2}}
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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>
{{Ref/Site|Id=WaypointDamage|URL=https://www.halowaypoint.com/news/inside-infinite-january-2021|Site=Halo Waypoint|Page=Inside Infinite January 2021|D=09|M=12|Y=2023}}
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 four categories: Kinetic, Plasma, Hardlight, and the newly introduced Shock.{{Ref/Site|Id=WaypointDamage|URL=https://www.halowaypoint.com/news/inside-infinite-january-2021|Site=Halo Waypoint|Page=Inside Infinite January 2021|D=09|M=12|Y=2023}}
{{:Damage_table/HI}}
{{:Damage_table/HI}}
{{:Damage_table/HI_tilt}}
{{:Damage_table/HI_tilt}}

Revision as of 16:01, December 15, 2023

Custom collage of cropped damage icon images
Clockwise from top-left: the Kinetic, Plasma, Shock, and Hardlight damage types from Halo Infinite.

Damage Types, also referred to as "damage groups", are a method utilized by the Halo engine to calculate the strengths and weaknesses of damage effects and how they apply to different materials.

Overview

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 values are set for min and max damage a damage type or two can be assigned. Damage types are defined in the globals tag and multiply againt 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 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. By Halo Reach the practice of using specific damage types was dropped and 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

Halo: Combat Evolved does not use damage tables, instead every single 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 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 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
tough_terrain 1 1 0.5 0.5 0.5 0.5 0.5 1 0 1 1 0.25 2 0.25 0 0
hard 1 1 0.25 1 1 1 1 1 1 1 1 1 1 0 0 0
hard_metal_thin 1 1 0.35 1 1 1 1 1 1 1 1 1 1 0.25 1 0
hard_metal_thick 1 0.25 0.1 0.5 0.25 1 1 1 0 1 1 0.25 0.25 0 1 0
hard_metal_solid 1 0 0 0 0 0.5 0.5 0.25 0 1 1 0 0 0 1 0
hard_terrain 1 0.5 0 0.5 0.5 0.5 0.5 0.25 0 1 1 0.25 0.25 0 0 0
hard_floodflesh 1 0 0 0 0 0 0 0.25 0 0.25 0.25 0 0.25 1 0 0
hard_metal_solid_for_cable 1 1 1 1 1 1 1 1 1 1 1 1 2 1 0 0
brittle 1 1 1 0.5 0.5 0.5 0.5 2 1 2 2 2 1 0.25 0 0
brittle_glass 1 1 0.25 0.5 0.5 0.5 0.5 2 1 2 2 2 1 0.25 0 0
brittle_elec 1 1 1.5 0.5 1 0.5 1 2 1 2 2 2 1 1 500 0
brittle_mech 1 1.5 1 1 0.5 1 0.5 2 1 2 2 2 1 0.25 0 0
brittle_explosive 1 0.5 1 0.5 1 0.5 1 2 1 2 2 2 1 2 0 0
energy 1 1 1.5 1 1 1 1 0.5 0.5 0.5 1 1 1 2 0 0
energy_shield_thin 1 1 1.5 1 1 1 1 0.5 0.5 0.5 1 1 1 2 500 2 0
energy_shield_thick 1 0 1 0 0.5 0.5 1 0.5 0.5 0.5 1 0 0 1 500 0
energy_shield_invincible 0 0 0 0 0.1 0 0 0 0 0 0 0 0 0 0 10 0
energy_holo 1 0 1 0.5 1 0.5 1 0.5 0.5 0.5 1 0 0 1 500 0
sentinel 4 2 2 500 0
sentinel_enforcer 2 2 2 50 0

Halo 3

Starting with Halo 3 an additional damage table was introduced. This second table is used whenever the Tilt skull is activated.

Halo 3 damage table
all bullet slow plasma slow bullet fast plasma fast bullet vehicle plasma vehicle explosion small explosion attached explosion large collision melee cutting infection burning emp laser explosion carrier sniper anti flood no damage
material 1 1 1 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 0 0 0
liquid_thin 1 0 0 0 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 0 0 0
soft 1 1 1 1 1 1 1 1 1 1 1 1 2 2 1 0 1 1 0
soft_organic 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 0 1 1 0
soft_organic_flesh_hunter 2 2 2 2 0 0
soft_inorganic 1 1 1 1 1 1 1 1 1 1 1 1 2 2 1 0 1 1 0
soft_terrain 1 1 1 1 1 1 1 1 0 1 0.5 0.25 2 0 1 0 1 1 0
soft_floodflesh 1 1 1 2 2 1 1 1 1 2 2 2 2 0 2 0 2 1 0.5 2 0
tough 1 0.5 1 1 1 1 1 1 1 1 1 1 2 1 1 0 1 1 0
tough_organic 1 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 2 0 1 1 0
tough_inorganic 1 0.5 0.5 1 1 1 1 1 1 1 1 1 2 1 1 0 1 1 0
tough_floodflesh 1 1 1 0.25 0.25 0.5 0.5 1 1 1 1 2 2 0 2 0 1 1 2 0
tough_terrain 1 1 0.5 0.5 0.5 0.5 0.5 1 0 1 0.5 0.25 2 0 1 0 1 1 0
hard 1 1 0.25 1 1 1 1 1 1 1 1 1 1 0.25 1 0 1 1 0
hard_metal_thin 1 1 0.35 1 1 1 1 0.5 0.5 0.5 1 1 1 0.25 1 0 0.5 0.5 0
hard_metal_thin_player
hard_metal_thick 1 0.25 0.1 0.5 0.25 1 0.5 1 1 1 0.75 0.25 0.25 0 1 0.001 1 1 0.5 0
hard_metal_solid 1 0 0 0 0 0.5 0.5 0.25 0.25 1 0.5 0 0 0 0 0.001 0.5 0.25 0
hard_metal_invulnerable 1 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0
hard_terrain 1 0.5 0 0.5 0.5 0.5 0.5 0.25 0 1 0.5 0.25 0.25 0 0 0 1 0.25 0
hard_floodflesh 1 0 0 0 0 0.25 0.25 0.25 0.25 0.25 0.25 0 1 0 2 0 1 0.25 2 0
brittle 1 1 1 0.5 0.5 0.5 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_glass 1 1 0.25 0.5 0.5 0.5 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_elec 1 1 1.5 0.5 1 0.5 1 2 2 2 2 2 1 1 1 1 2 2 0
brittle_mech 1 1.5 1 1 0.5 1 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_flood 1 1.5 1 1 0.5 1 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_explosive 1 0.5 1 0.5 1 0.5 1 2 2 2 2 2 1 1 2 0 2 2 0
energy 1 1 1.5 1 1 1 1 0.5 0.5 0.5 1 1 1 1 1 0 0.5 0.5 0
energy_shield_thin 1 1 1.5 1 1 1 1 0.5 0.5 0.5 1 1 1 1 2 1 0.5 0.5 0
energy_shield_thin_player 0
energy_shield_thick 1 0 1 0 0.5 0.5 1 0.5 0.5 0.5 1 1 1 0 1 1 0.5 0.5 0
energy_shield_solid 1 0 0 0 0 0 0 0 0 1 0.5 0 0 0 0 0 1 0 0
energy_shield_solid_melee 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
energy_shield_invincible 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
energy_shield_invincible_monitor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0
energy_holo 1 0 1 0.5 1 0.5 1 0.5 0.5 0.5 1 0 0 0 1 1 0.5 0.5 0
sentinel 4 2 2
infection 0
Halo 3 tilt damage table
all bullet slow plasma slow bullet fast plasma fast bullet vehicle plasma vehicle explosion small explosion attached explosion large collision melee cutting infection burning emp laser explosion carrier sniper anti flood no damage
material 1 1 1 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 0 0 0
liquid_thin 1 0 0 0 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 0 0 0
soft 1 1 1 1 1 1 1 1 1 1 1 1 2 2 1 0 1 1 0
soft_organic 1 1 0.5 1 1 1 1 1 1 1 1 1 2 2 2 0 1 1 0
soft_organic_flesh_hunter 2 2 2 2 0 0
soft_inorganic 1 0.5 0.5 0.5 0.5 1 1 1 1 1 0.5 0.5 2 2 0.25 0 1 1 0
soft_terrain 1 1 0.5 1 1 1 1 1 0 1 0.5 0.25 2 0 0.25 0 1 1 0
soft_floodflesh 1 0.15 0.15 2 2 0.25 0.25 1 1 2 2 2 2 0 2 0 2 1 0.25 2 0
tough 1 0.1 1 1 1 1 1 1 1 1 1 0.5 2 1 0.25 0 1 1 0
tough_organic 1 0.5 0.1 1 0.5 1 0.5 1 1 1 1 0.5 1 1 2 0 1 1 0
tough_inorganic 1 0.5 0.1 1 0.5 1 0.5 1 1 1 1 0.5 2 1 0.25 0 1 1 0
tough_floodflesh 1 0.75 0.75 0.1 0.1 0.2 0.2 1 1 1 1 2 2 0 2 0 1 1 2 0
tough_terrain 1 1 0.2 0 0 0.2 0.2 1 0 1 0.25 0.1 2 0 0.25 0 1 1 0
hard 1 1 0.2 1 1 1 1 1 1 1 1 1 1 0.25 0.25 0 1 1 0
hard_metal_thin 1 1 0.11667 1 0.3333334 1 1 0.5 0.5 0.5 1 1 1 0.25 0.25 0 0.5 0.5 0
hard_metal_thin_player 3 3 4
hard_metal_thick 1 0 0 0 0 0.4 0.1 0.2 0.2 1 0.25 0 0 0 0.25 0.001 1 1 0 0
hard_metal_solid 1 0 0 0 0 0 0 0 0.1 0.5 0.2 0 0 0 0 0.001 1 0.25 0
hard_metal_invulnerable 1 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0
hard_terrain 1 0 0 0 0 0.5 0.5 0 0 0.1 0.1 0 0.25 0 0 0 1 0.25 0
hard_floodflesh 1 0 0 0 0 0.1 0.1 0 0 0.1 0.1 0 1 0 2 0 1 0.25 2 0
brittle 1 1 1 0.5 0.5 0.5 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_glass 1 1 0.25 0.5 0.5 0.5 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_elec 1 1 1.5 0.5 1 0.5 1 2 2 2 2 2 1 1 1 1 2 2 0
brittle_mech 1 1.5 1 1 0.5 1 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_flood 1 1.5 1 1 0.5 1 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_explosive 1 0.5 1 0.5 1 0.5 1 2 2 2 2 2 1 1 2 0 2 2 0
energy 1 1 1.5 1 1 1 1 0.5 0.5 0.5 1 1 1 1 0.25 0 0.5 0.5 0
energy_shield_thin 1 0.25 1.5 0.25 1 0.25 1 0.5 0.5 0.5 1 0.5 0.5 1 2 1 0.5 0.5 0
energy_shield_thin_player 4 4 4 2 2 0
energy_shield_thick 1 0 1 0 0.5 0 1 0 0 0.2 1 0.2 0.2 0 0.25 1 0.5 0.5 0
energy_shield_solid 1 0 0 0 0 0 0 0 0 1 0.5 0 0 0 0 0 1 0 0
energy_shield_solid_melee 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
energy_shield_invincible 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
energy_shield_invincible_monitor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0
energy_holo 1 0 1 0.5 1 0.5 1 0.5 0.5 0.5 1 0 0 0 0.25 1 0.5 0.5 0
sentinel 4 2 2
infection 0

Halo 3: ODST

Halo 3: ODST damage table
all bullet slow plasma slow bullet fast plasma fast bullet vehicle plasma vehicle explosion small explosion attached explosion large collision melee cutting infection burning emp laser explosion carrier sniper anti flood no damage bullet fast h3
material 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1
liquid 1 0 0 0 0 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 0 0 0 0
liquid_thick 1 0 0 0 0 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 2 1 0 1 1 0 1
soft_organic 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 0 1 1 0 1
soft_organic_flesh_hunter 2 2 2 2 0 0 2
soft_inorganic 1 1 1 1 1 1 1 1 1 1 1 1 2 2 1 0 1 1 0 1
soft_terrain 1 1 1 1 1 1 1 1 0 1 0.5 0.25 2 0 1 0 1 1 0 1
soft_floodflesh 1 1 1 2 2 1 1 1 1 2 2 2 2 0 2 0 2 1 0.5 2 0 2
tough 1 0.5 1 1 1 1 1 1 1 1 1 1 2 1 1 0 1 1 0 1
tough_organic 1 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 2 0 1 1 0 1
tough_inorganic 1 0.5 0.5 1 1 1 1 1 1 1 1 1 2 1 1 0 1 1 0 1
tough_floodflesh 1 1 1 0.25 0.25 0.5 0.5 1 1 1 1 2 2 0 2 0 1 1 2 0 0.25
tough_terrain 1 1 0.5 0.5 0.5 0.5 0.5 1 0 1 0.5 0.25 2 0 1 0 1 1 0 0.5
hard 1 1 0.25 1 1 1 1 1 1 1 1 1 1 0.25 1 0 1 1 0 1
hard_metal_thin 1 1 0.35 1 1 1 1 0.5 0.5 0.5 1 1 1 0.25 1 0 0.5 0.5 0 1
hard_metal_thin_player
hard_metal_thick 1 0.25 0.1 0.5 0.25 1 0.5 1 1 1 0.75 0.25 0.25 0 1 0.001 1 1 0.5 0 0.5
hard_metal_solid 1 0 0 0 0 0.5 0.5 0.25 0.25 1 0.5 0 0 0 0 0.001 0.5 0.25 0 0
hard_metal_invulnerable 1 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0
hard_terrain 1 0.5 0 0.5 0.5 0.5 0.5 0.25 0 1 0.5 0.25 0.25 0 0 0 1 0.25 0 0.5
hard_floodflesh 1 0 0 0 0 0.25 0.25 0.25 0.25 0.25 0.25 0 1 0 2 0 1 0.25 2 0 0
brittle 1 1 1 0.5 0.5 0.5 0.5 2 2 2 2 2 1 1 1 0 2 2 0 0.5
brittle_glass 1 1 0.25 0.5 0.5 0.5 0.5 2 2 2 2 2 1 1 1 0 2 2 0 0.5
brittle_elec 1 1 1.5 0.5 1 0.5 1 2 2 2 2 2 1 1 1 1 2 2 0 0.5
brittle_mech 1 1.5 1 1 0.5 1 0.5 2 2 2 2 2 1 1 1 0 2 2 0 1
brittle_flood 1 1.5 1 1 0.5 1 0.5 2 2 2 2 2 1 1 1 0 2 2 0 1
brittle_explosive 1 0.5 1 0.5 1 0.5 1 2 2 2 2 2 1 1 2 0 2 2 0 0.5
energy 1 1 1.5 1 1 1 1 0.5 0.5 0.5 1 1 1 1 1 0 0.5 0.5 0 1
energy_shield_thin 1 0.5 1.5 0.5 1 1 0.75 0.5 0.5 0.5 1 1 1 1 2 1 0.5 0.5 0 0.5
energy_shield_thin_player 0
energy_shield_thick 1 0 1 0 0.5 0.5 1 0.5 0.5 0.5 1 1 1 0 1 1 0.5 0.5 0 0
energy_shield_solid 1 0 0 0 0 0 0 0 0 1 0.5 0 0 0 0 0 1 0 0 0
energy_shield_solid_melee 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0
energy_shield_invincible 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
energy_shield_invincible_monitor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0
energy_holo 1 0 1 0.5 1 0.5 1 0.5 0.5 0.5 1 0 0 0 1 1 0.5 0.5 0 0.5
sentinel 4 2 2
infection 0
hunter 0.1
Halo 3: ODST tilt damage table
all bullet slow plasma slow bullet fast plasma fast bullet vehicle plasma vehicle explosion small explosion attached explosion large collision melee cutting infection burning emp laser explosion carrier sniper anti flood no damage
material 1 1 1 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 0 0 0
liquid_thin 1 0 0 0 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 0 0 0
soft 1 1 1 1 1 1 1 1 1 1 1 1 2 2 1 0 1 1 0
soft_organic 1 1 0.25 1 0.25 1 0.25 1 1 1 1 1 2 2 2 0 1 1 0
soft_organic_flesh_hunter 2 2 2 2 0 0
soft_inorganic 1 0.5 0.5 0.5 0.5 1 1 1 1 1 0.5 0.5 2 2 0.25 0 1 1 0
soft_terrain 1 1 1 1 1 1 1 1 0 1 0.5 0.25 2 0 0.25 0 1 1 0
soft_floodflesh 1 0.15 0.15 2 2 0.25 0.25 1 1 2 2 2 2 0 2 0 2 1 0.25 2 0
tough 1 0.1 1 1 1 1 1 1 1 1 1 0.5 2 1 0.25 0 1 1 0
tough_organic 1 0.5 0.125 1 0.25 1 0.25 1 1 1 1 0.5 1 1 2 0 1 1 0
tough_inorganic 1 0.5 0.1 1 0.5 1 0.5 1 1 1 1 0.5 2 1 0.25 0 1 1 0
tough_floodflesh 1 0.75 0.75 0.1 0.1 0.2 0.2 1 1 1 1 2 2 0 2 0 1 1 2 0
tough_terrain 1 1 0.2 0 0 0.2 0.2 1 0 1 0.25 0.1 2 0 0.25 0 1 1 0
hard 1 1 0.2 1 1 1 1 1 1 1 1 1 1 0.25 0.25 0 1 1 0
hard_metal_thin 1 1 0.11667 1 0.3333334 1 1 0.5 0.5 0.5 1 1 1 0.25 0.25 0 0.5 0.5 0
hard_metal_thin_player 3 3 4
hard_metal_thick 1 0 0 0 0 0.4 0.1 0.2 0.2 1 0.25 0 0 0 0.25 0.001 1 1 0 0
hard_metal_solid 1 0 0 0 0 0 0 0 0.1 0.5 0.2 0 0 0 0 0.001 1 0.25 0
hard_metal_invulnerable 1 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0
hard_terrain 1 0 0 0 0 0.5 0.5 0 0 0.1 0.1 0 0.25 0 0 0 1 0.25 0
hard_floodflesh 1 0 0 0 0 0.1 0.1 0 0 0.1 0.1 0 1 0 2 0 1 0.25 2 0
brittle 1 1 1 0.5 0.5 0.5 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_glass 1 1 0.25 0.5 0.5 0.5 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_elec 1 1 1.5 0.5 1 0.5 1 2 2 2 2 2 1 1 1 1 2 2 0
brittle_mech 1 1.5 1 1 0.5 1 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_flood 1 1.5 1 1 0.5 1 0.5 2 2 2 2 2 1 1 1 0 2 2 0
brittle_explosive 1 0.5 1 0.5 1 0.5 1 2 2 2 2 2 1 1 2 0 2 2 0
energy 1 1 1.5 1 1 1 1 0.5 0.5 0.5 1 1 1 1 0.25 0 0.5 0.5 0
energy_shield_thin 1 0.125 1.5 0.125 1 0.125 1 0.25 0.25 0.25 1 0.5 0.5 1 2 1 2 0.5 0
energy_shield_thin_player 0
energy_shield_thick 1 0 1 0 0.5 0 1 0 0 0.2 1 0.2 0.2 0 0.25 1 0.5 0.5 0
energy_shield_solid 1 0 0 0 0 0 0 0 0 1 0.5 0 0 0 0 0 1 0 0
energy_shield_solid_melee 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0
energy_shield_invincible 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
energy_shield_invincible_monitor 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0
energy_holo 1 0 1 0.5 1 0.5 1 0.5 0.5 0.5 1 0 0 0 0.25 1 0.5 0.5 0
sentinel 4 2 2
infection 0

Halo: Reach

Halo: Reach damage table
all bullet slow bullet fast bullet turret sniper needle plasma slow plasma fast plasma turret laser explosion small explosion large collision melee cutting burning emp no damage
material 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0
liquid 0 0 0 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 1 1 2 1 0 0
soft_organic 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 0 0
soft_inorganic 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 0 0
tough 1 0.5 1 1 1 1 1 1 1 1 1 1 1 1 2 1 0 0
tough_organic 1 0.5 1 1 1 0.5 0.5 1 1 1 1 1 1 1 1 2 0 0
tough_inorganic 1 0.5 1 1 1 0.5 0.5 1 1 1 1 1 1 1 2 1 0 0
hard 1 1 1 1 1 0.5 0.5 1 1 1 1 1 1 0.5 0.5 1 0 0
hard_metal_thin 1 1 1 1 1 0.25 0.4 1 1 1 0.75 1 1 1 1 1 0 0
hard_metal_thick 1 0.25 0.5 0.75 1 0.125 0.125 0.25 0.5 1 0.5 0.75 0.75 0.25 0.25 0.75 0.001 0
hard_metal_solid 1 0.125 0.25 0.5 0.75 0.0625 0.0625 0.125 0.25 0.5 0.45 0.5 0.5 0.125 0.125 0.5 0.001 0
hard_metal_invulnerable 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
hard_terrain 1 0.25 0.5 0.75 0.5 0 0 0.25 0.5 1 0.5 0.75 0.5 0.25 0.25 0 0 0
brittle 1 1 0.5 0.5 0.5 1 1 0.5 0.5 2 2 3 2 2 1 1 0 0
brittle_glass 1 1 0.5 0.5 0.5 0.25 0.25 0.5 0.5 2 2 3 2 2 1 1 0 0
brittle_elec 1 1 0.5 0.5 0.5 1.5 1.5 1 1 2 2 3 2 2 1 1 1 0
brittle_mech 1 1.5 1 1 1 1 1 0.5 0.5 2 2 3 2 2 1 1 0 0
brittle_explosive 1 0.5 0.5 0.5 0.5 1 1 1 1 2 2 3 2 2 1 2 0 0
energy 1 1 1 1 1 2 1.6 1 1 0.25 0.5 0.75 1 1 1 1 1 0
energy_shield_thin 1 1 1 1 1 2 1.6 1 1 0.25 0.5 0.75 1 1 1 2 1 0
energy_shield_thick 1 0.125 0.25 0.5 0.75 1 1 0.5 0.75 0.25 0.5 0.75 0.75 1 0.5 1 1 0
energy_shield_solid 1 0.0625 0.125 0.25 0.5 0.5 0.75 0.25 0.5 0.25 0.25 0.5 0.5 1 0.25 0.5 0.5 0
energy_shield_invulnerable 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Halo: Reach tilt damage table
all bullet slow bullet fast bullet turret sniper needle plasma slow plasma fast plasma turret laser explosion small explosion large collision melee cutting burning emp no damage
material 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0
liquid 0 0 0 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 1 1 2 1 0 0
soft_organic 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 0 0
soft_inorganic 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 0 0
tough 1 0.5 1 1 1 1 1 1 1 1 1 1 1 1 2 1 0 0
tough_organic 1 0.5 1 1 1 0.5 0.5 1 1 1 1 1 1 1 1 2 0 0
tough_inorganic 1 0.5 1 1 1 0.5 0.5 1 1 1 1 1 1 1 2 1 0 0
hard 1 1 1 1 1 0.25 0.25 0.5 0.5 0.5 0.75 1 1 0.5 0.5 1 0 0
hard_metal_thin 1 1 1 1 1 0.25 0.25 0.5 0.5 1 0.5 0.75 1 1 1 1 0 0
hard_metal_thick 1 0.125 0.25 0.5 0.5 0 0 0.125 0.25 0.75 0.25 0.5 0.5 0 0 0.75 0.001 0
hard_metal_solid 1 0 0.125 0.25 0.25 0 0 0 0.125 0.5 0.2 0.25 0.25 0 0 0.5 0.001 0
hard_metal_invulnerable 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
hard_terrain 1 0 0.25 0.5 0.25 0 0 0 0.25 0.25 0.5 0.75 0.5 0 0 0 0 0
brittle 1 1 0.5 0.5 0.5 1 1 0.5 0.5 2 2 3 2 2 1 1 0 0
brittle_glass 1 1 0.5 0.5 0.5 0.25 0.25 0.5 0.5 2 2 3 2 2 1 1 0 0
brittle_elec 1 1 0.5 0.5 0.5 1.5 1.5 1 1 2 2 3 2 2 1 1 1 0
brittle_mech 1 1.5 1 1 1 1 1 0.5 0.5 2 2 3 2 2 1 1 0 0
brittle_explosive 1 0.5 0.5 0.5 0.5 1 1 1 1 2 2 3 2 2 1 2 0 0
energy 1 1 1 1 1 1 1.25 1 1 0.125 0.5 0.75 1 1 1 1 1 0
energy_shield_thin 1 0.25 0.25 0.5 0.5 1 1.25 1 1 0.125 0.25 0.5 1 0.5 0.5 2 0.5 0
energy_shield_thick 1 0 0.125 0.25 0.25 0.25 0.75 0.25 0.5 0.125 0.125 0.25 0.75 0.25 0.25 1 0.25 0
energy_shield_solid 1 0 0 0.125 0.125 0.125 0.5 0.125 0.25 0.125 0 0.125 0.5 0.125 0.125 0.5 0.125 0
energy_shield_invulnerable 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Halo 4

Halo 4 damage table
all bullet slow plasma slow bullet fast plasma fast bullet turret bullet turret mech plasma turret explosion small explosion small old explosion large collision melee cutting burning emp laser sniper no damage needle
material 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1
liquid 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
soft 1 1 1 1 1 1 2 1 1 1 1 1 1 2 1 0 1 1 0 1
soft_organic 1 1 1 1 1 1 2 1 1 1 1 1 1 2 2 0 1 1 0 1
soft_inorganic 1 1 1 1 1 1 2 1 1 1 1 1 1 2 1 0 1 1 0 1
tough 1 0.5 1 1 1 1 1 1 1 1 1 1 1 2 1 0 1 1 0 1
tough_organic 1 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 2 0 1 1 0 0.5
tough_inorganic 1 0.5 0.5 1 1 1 1 1 1 1 1 1 1 2 1 0 1 1 0 0.5
hard 1 1 0.5 1 1 1 1 1 1 1 1 1 0.5 0.5 1 0 1 1 0 0.5
hard_metal_thin 1 1 0.4 1 1 1 1 1 0.5 0.75 1 1 1 1 1 0 1 1 0 0.25
hard_metal_thick 1 0.25 0.125 0.5 0.25 0.75 0.75 0.5 0.5 0.5 0.75 0.75 0.25 0.25 0.75 0.001 1 1 0 0.125
hard_metal_solid 1 0.125 0.0625 0.25 0.125 0.5 0.5 0.25 0.45 0.45 0.5 0.5 0.125 0.125 0.5 0.001 0.5 0.75 0 0.0625
hard_metal_invulnerable 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
hard_terrain 1 0.25 0 0.5 0.25 0.75 0.75 0.5 0.5 0.5 0.75 0.5 0.25 0.25 0 0 1 0.5 0 0
brittle 1 1 1 0.5 0.5 0.5 0.5 0.5 2 2 3 2 2 1 1 0 2 0.5 0 1
brittle_glass 1 1 0.25 0.5 0.5 0.5 0.5 0.5 2 2 3 2 2 1 1 0 2 0.5 0 0.25
brittle_elec 1 1 1.5 0.5 1 0.5 0.5 1 2 2 3 2 2 1 1 1 2 0.5 0 1.5
brittle_elec_hum_env 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
brittle_mech 1 1.5 1 1 0.5 1 1 0.5 2 2 3 2 2 1 1 0 2 1 0 1
brittle_explosive 1 0.5 1 0.5 1 0.5 0.5 1 2 2 3 2 2 1 2 0 2 0.5 0 1
energy 1 1 1.6 1 1 1 1 1 0.5 0.5 0.75 1 1 1 1 1 0.25 1 0 2
energy_shield_thin 1 1 1.6 1 1 1 1 1 0.5 0.5 0.75 1 1 1 2 1 0.25 1 0 2
energy_shield_thick 1 0.125 1 0.25 0.5 0.5 0.5 0.75 0.5 0.5 0.75 0.75 1 0.5 1 1 0.25 0.75 0 1
energy_shield_solid 1 0.0625 0.75 0.125 0.25 0.25 0.25 0.5 0.25 0.25 0.5 0.5 1 0.25 0.5 0.5 0.25 0.5 0 0.5
energy_shield_invulnerable 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Damage table/H4 tilt

Halo 2: Anniversary multiplayer

Halo 2: Anniversary damage table
all bullet slow plasma slow bullet fast plasma fast bullet turret bullet turret mech plasma turret explosion small explosion small old explosion large collision melee cutting burning emp laser sniper no damage needle
material 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1
liquid 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
soft 1 1 1 1 1 1 2 1 1 1 1 1 1 2 1 0 1 1 0 1
soft_organic 1 1 1 1 1 1 2 1 1 1 1 1 1 2 2 0 1 1 0 1
soft_inorganic 1 1 1 1 1 1 2 1 1 1 1 1 1 2 1 0 1 1 0 1
tough 1 0.5 1 1 1 1 1 1 1 1 1 1 1 2 1 0 1 1 0 1
tough_organic 1 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 2 0 1 1 0 0.5
tough_inorganic 1 0.5 0.5 0.5 0.5 0.5 0.5 0.5 1 1 1 1 1 2 1 0 1 1 0 0.5
hard 1 1 0.5 1 1 1 1 1 1 1 1 1 0.5 0.5 1 0 1 1 0 0.5
hard_metal_thin 1 1 0.35 1 1 1 1 1 1 0.75 1 1 1 1 1 0 1 1 0 0.25
hard_metal_thick 1 0.25 0.1 0.5 0.25 1 0.75 0.5 1 0.5 1 1 0.25 0.25 0 0.2 1 0.3 0 0.13
hard_metal_solid 1 0 0 0 0 0.5 0.5 0.25 0.25 0.45 1 1 0 0 0 0 0.5 0.65 0 0.06
hard_metal_invulnerable 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
hard_terrain 1 0.25 0 0.5 0.25 0.75 0.75 0.5 0.5 0.5 1 0.5 0.25 0.25 0 0 1 0.5 0 0
brittle 1 1 1 0.5 0.5 0.5 0.5 0.5 2 2 2 2 2 1 1 0 2 0.5 0 1
brittle_glass 1 1 0.25 0.5 0.5 0.5 0.5 0.5 2 2 2 2 2 1 1 0 2 0.5 0 0.25
brittle_elec 1 1 1.5 0.5 1 0.5 0.5 1 2 2 2 2 2 1 1 1 2 0.5 0 1.5
brittle_elec_hum_env 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
brittle_mech 1 1.5 1 1 0.5 1 1 0.5 2 2 2 2 2 1 1 0 2 1 0 1
brittle_explosive 1 0.5 1 0.5 1 0.5 0.5 1 2 2 2 2 2 1 2 0 2 0.5 0 1
energy 1 1 1.5 1 1 1 1 1 0.5 0.5 0.5 1 1 1 1 1 0.25 1 0 2
energy_shield_thin 1 1 1.5 1 1 1 1 1 0.5 0.5 0.5 1 1 1 2 1 0.25 2 0 2
energy_shield_thick 1 0.125 1 0.25 0.5 0.5 0.5 0.75 0.5 0.5 0.5 0.75 1 0.5 1 1 0.25 0.75 0 1
energy_shield_solid 1 0.0625 0.75 0.125 0.25 0.25 0.25 0.5 0.25 0.25 0.5 0.5 1 0.25 0.5 0.5 0.25 0.5 0 0.5
energy_shield_invulnerable 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Halo 5: Guardians

Disclaimer: all below statistics are derived from unofficial tools and may be inaccurate
Halo 5: Guardians damage table
all bullet slow bullet slow hardlight plasma slow hardlight slow plasma medium bullet fast bullet fast hardlight plasma fast hardlight fast bullet turret bullet turret mech plasma turret explosion small explosion small old explosion large collision melee melee hardlight cutting burning emp laser sniper no damage needle spartan
material 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 1 1
liquid 0 0 0 0 0 0 0 0 0 0 0 0 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 2 1 1 1 1 1 1 1 2 1 0 1 1 0 1 1.2
soft organic 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 2 2 0 1 1 0 1 1.2
soft organic flesh hunter 1 1 1 1 1 1 1 1 1 2 1 2 1 1 1 1 1 1 1 0.75 2 0 1 1 0 1 1.2
soft inorganic 1 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 2 1 0 1 1 0 1 1.2
tough 1 0.5 0.5 1 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 0 1 1 0 1 1
tough organic 1 0.5 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 0 1 1 0 0.5 1
tough inorganic 1 0.5 0.5 0.5 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 1 0 1 1 0 0.5 1
hard 1 1 1 0.5 1 1 1 1 1 1 1 1 1 1 1 1 1 0.5 0.5 0.5 1 0 1 1 0 0.5 0.5
hard metal thin 1 1 1 0.4 1 1 1 1 1 1 1 1 1 0.5 0.75 1 1 1 1 1 1 0 1 1 0 0.25 1
hard metal thick 1 0.25 0.25 0.125 0.25 0.25 0.5 0.5 0.25 0.25 0.75 0.75 0.5 0.5 0.5 0.75 0.75 0.25 0.5 0.25 0.75 0.001 1 1 0 0.13 0.25
hard metal solid 1 0.125 0.125 0.0625 0.13 0.13 0.25 0.25 0.125 0.13 0.5 0.5 0.25 0.45 0.45 0.5 0.5 0.125 0.35 0.5 0.5 0.001 0.5 0.75 0 0.06 0.125
hard metal invulnerable 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
for weak armor 1 1 1 0.4 2.5 1 1.4 1 1.4 1.4 1 1 2 0.75 1 1 1 1 1 1 1 0 1 1 0 0.25 1
armor vehicle thin
armor vehicle light 1 0.47 0.53 0.4 0.6 0.5 0.53 0.6 0.6 0.6 0.8 0.8 0.8 0.6 0.6 1 1 0.6 1.2 0.6 0 0 1 1 0 0.2 0.6
armor vehicle medium 1 0.25 0.3 0.2 0.35 0.3 0.3 0.35 0.4 0.35 0.6 0.6 0.6 0.4 0.4 0.8 0.8 0.4 1 0.4 0 0 1 0.8 0 0.1 0.4
armor vehicle heavy 1 0.15 0.2 0.1 0.25 0.15 0.2 0.25 0.2 0.25 0.4 0.4 0.3 0.2 0.2 0.4 0.4 0.2 0.2 0.2 0 0 1 0.6 0 0.03 0.2
armor vehicle flight medium 1 0.2 0.25 0.2 0.3 0.3 0.25 0.3 0.3 0.3 0.5 0.5 0.5 0.4 0.4 0.6 0.4 0.4 0.8 0.4 0 0 1 0.8 0 0.1 0.4
hard terrain 1 0.25 0.25 0 0.25 0.25 0.5 0.5 0.25 0.25 0.75 0.75 0.5 0.5 0.5 0.75 0.5 0.25 0.25 0.25 0 0 1 0.5 0 0 0.25
destructible env prop 1 0.4 0.8 0.2 0.4 0.3 0.6 1 0.4 0.4 0.6 0.6 0.4 0.2 0.2 1 0.8 0.75 0.75 0.4 0 0 1 0.8 0 0.4 100
brittle 1 1 1 1 1 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 2 2 3 2 2 2 1 1 0 2 0.5 0 1 2
brittle glass 1 1 1 0.25 1 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 2 2 3 2 2 2 1 1 0 2 0.5 0 0.25 2
brittle elec 1 1 1 1.5 1 1 0.5 0.5 1 1 0.5 0.5 1 2 2 3 2 2 2 1 1 1 2 0.5 0 1.5 2
brittle elec hum env 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
brittle mech 1 1.5 1.5 1 1.5 0.5 1 1 0.5 0.5 1 1 0.5 2 2 3 2 2 2 1 1 0 2 1 0 1 2
brittle explosive 1 0.5 0.5 1 0.5 1 0.5 0.5 1 1 0.5 0.5 1 2 2 3 2 2 2 1 2 0 2 0.5 0 1 2
energy 1 1 1 1.6 1 1 1 1 1 1 1 1 1 0.5 0.5 0.75 1 1 1 1 1 1 0.25 1 0 1 1
energy shield thin 1 1 1 1.6 1 1.5 1 1 1 1 1 1 1 0.5 0.5 0.75 1 1 1 1 2 1 0.25 1 0 1 1
energy shield thick 1 0.125 0.125 1 0.13 0.75 0.25 0.25 0.5 0.5 0.5 0.5 0.75 0.5 0.5 0.75 0.75 1 1 0.5 1 1 0.25 0.75 0 1 1
energy shield solid 1 0.0625 0.0625 0.75 0.06 0.5 0.125 0.125 0.25 0.25 0.25 0.25 0.5 0.25 0.25 0.5 0.5 1 1 0.25 0.5 0.5 0.25 0.5 0 0.5 1
energy shield solid cov barrier 1 0.4 0.4 0.75 0.35 0.5 0.4 0.4 0.35 0.35 0.5 0.25 0.3 0.3 0.25 0.4 0.1 0.2 0.2 0.2 0.25 0.5 0.25 0.25 0 0.25 0.2
energy shield invulnerable 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
energy weak for soldier 1 1 1 0.4 0.5 1 1 1 1 3 1 1 2 0.75 1 1 1 1 1 1 1 0 1 1 0 0.25 1
energy weak for cavalier 1 1 1 0.4 1 1 1 1 1 1.5 1 1 2 0.75 1 1 1 1 1 1 1 0 1 1 0 0.25 1
energy weak for knight 1 1 1 0.4 1 1 1 1 1 1.5 1 1 2 0.75 1 1 1 1 1 1 1 0 1 1 0 0.25 1

Damage table/H5 tilt

Halo Infinite

Disclaimer: all below statistics are derived from unofficial tools and may be inaccurate

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 four categories: Kinetic, Plasma, Hardlight, and the newly introduced Shock.[1] Damage table/HI Damage table/HI tilt

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Halo Wars

Disclaimer: all below statistics are derived from unofficial tools and may be inaccurate

While not exactly the same, both Halo Wars games feature a similar system of damage modifiers.

Halo Wars weapon type damage modifiers
Basic Leader Power Anti Infantry Fire Small Arms AA Small Arms Armor Piercing Fuel Rod Banshee Fuel Rod Anti Air Explosive Missile Grenade Beam Warthog Ram Gauss Cannon Brute Shot
Light 1 1 4 3 1.6 1.6 0.8 1 0.8 1.2 1.2 1 0.8 0.8 2 1.6 1
Light In Cover 0.25 0.25 1.7 2 0.2 0.2 0.2 1 0.2 0.3 0.3 0.25 0.4 0.2 0 0.2 0.25
Light Armored 1 1 3 2 1.2 1.2 1 1 1 1.2 1.4 1 0.6 0.8 2 1.4 1
Covenant Leader 1 0.5 2.6 2 1.2 1.2 1 1 1 1.2 1.4 1 0.6 0.8 1.5 1.4 1
Medium 1 1 0.4 0.4 1.2 1.2 3 3 2.4 1 1.5 1.1 2 0.8 0.8 1.2 1.2
Medium Air 1 1 0.4 0 1 1.8 1.8 1.8 1.8 3 1 1.1 0.8 0.8 1 1.8 0.8
Heavy 1 1 0.2 0.2 0.4 0.4 3 3 3 0.6 1.5 2.6 1.2 0.8 0.6 0.6 1
Building 1 0.5 0.2 0.4 0.4 0.4 1.2 0.8 1.4 0.6 1.3 1 1.6 2 0.4 0.6 0.8
Shielded 1 0.5 1 1.5 1.2 1.2 1 1 1 1 1 1 1 2 1.8 1.2 1
Flood 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Halo Wars 2

Disclaimer: all below statistics are derived from unofficial tools and may be inaccurate
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Production notes

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Trivia

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List of appearances

Notes

Sources