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  • Damage
  • Damage
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  • DAmAge
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  • (1) Las fechas de emisión y rating/ranking corresponden a Estados Unidos
  • Interprete Lanzamiento Apariciones Duración Álbum Anterior soundtrack Siguiente soundtrack Este es un Soundtrack del álbum Resident Evil: Afterlife Original Soundtrack, su compositor es Tomandandy.
  • Equipping Weapons allows a mech to deal damage in the battle arena. If a Mech does not have a weapon equipped it will deal a very minimum base damage, significantly less than a Level 1 weapon.
  • Accessing the telemetry's Damage section shows the damage percentages for each part of the car. A fully stock vehicle starts with 0% damage and can accumulate up to 100% for each part, after which it becomes crippled, greatly degrading the car's performance. It is possible, but very hard, to suffer complete mechanical damage without suffering any type of cosmetic damage.
  • Damage varies according to the strength and power of the opposite enemy. Having a higher weapon bonus inflicts more damage. If a character has a particular Trait, attacking another particular Trait (EG: Tough > Alert > Strong > Fast > Tough ). Other factors will also cause more Damage such as Bleeding.
  • Generally speaking, Damage is the amount of hit points deducted from a target by an object or an non-playable-character (NPC). Mostly we are concerned with damage inflicted by objects wielded by the player character (Geralt), but of equal consideration is the damage received from objects wielded by his opponents. This damage amount can range from 0 to the amount of vitality a target has remaining in . The player, or Geralt, can inflict damage by the using such as a steel sword, a silver sword, signs or miscellaneous other he finds, and even his fists. __TOC__
  • Various kinds of attacks calculate how much damage is dealt differently. The following factors affect the damage dealt:
  • Damage is split roughly into two parts : physical and magical. Magical damage is almost always given an additional type, of one of the Elements. Damage is further categorized by two factors: damage dealt, and the amount of time before damage is dealt again. Or, to be more specific, the formula Damage / Time, commonly known in most games as DPS, for Damage Per Second. In PWI, this is more commonly known as Attacks Per Second, or APS.
  • Characters take damage when they are hit by attacks or subject to certain special abilities or Force Powers. Damage reduces the Hit Points of the affected character. A character whose Hit Points drop to 0 or lower is defeated and removed from the battle map.
  • Damage is the eighteenth episode of the first season of the television series Ultimate Spider-Man. The episode aired on August 19, 2012.
  • Need for Speed: High Stakes is the first game in the series to feature vehicle damage, which is depicted by simple deformations on the car body. They also impact performance. Players can check the condition of their vehicle by a damage display, which shows the Engine, Steering, Body and Suspension. The intensity of damage is shown by a red barometer. Car damage in career mode cannot be removed until the player has repaired them in the garage, which comes at the cost of credits.
  • Damage is the abuse that has been dealt to a particular target. HP or Hit Points represent how much damage a player, monster, or non-player character, can take before falling unconscious or dying (see K.O.)
  • Damage, or DMG, is a reduction in health or an action that reduces health from an attack. For example, a weapon attack or spell attack that reduces the health of the target is damage, but losing a health boosting buff (i.e., stamina increasing spells, like Blood Pact) is not considered damage. Losing mana from an attack can also be considered damage, but generally is not referred to in that way since reducing mana to 0 (zero) will not cause death; nor do Drain Mana-only spells interrupt casting or other actions prone to damage, such as bandaging.
  • Damage, or DMG, is a reduction in health or an action that reduces health from an attack. For example, a weapon attack or spell attack that reduces the health of the target is damage, but losing a health boosting buff (i.e., stamina increasing spells, like Blood Pact) is not considered damage. Losing mana from an attack can also be considered damage, but generally is not referred to in that way since reducing mana to 0 (zero) will not cause death; nor do Drain Mana-only spells interrupt casting or other actions prone to damage, such as bandaging.
  • Damage is a measure of the amount of damage characters can do to each other with Physical Attack and Magic Attacks. Damage is affected by various Stats. Damage is increased by the attacking character's stats and Skill level (in the case of Magic Attacks), such as Attack Power. Damage is decreased by the Stats of the the character(s) being attacked, such as Defense and Magic Defense (which Piercing Damage ignores).
  • Players can simply fix their car by going through an electrified hoop (fixing hoop) whether it would be suspended in the air (which then must be accessed by taking off from a ramp) or low enough on the ground that cars can simply go through it. Once fixed, the car will exit out fresh before gameplay and the damage bar resets to zero.
  • Damage is the key to winning in most game modes. Damage can be inflicted by many means, but the majority of damage is dealt through the weapons of the game. There are other forms of damage such as the steam from the pipes in Chinese once shot or the fire present in the Atom Smasher missions. This is usually known as "environmental damage". Another type of damage is damage inflicted by story or challenge AI such as the Wraiths or TimeSplitters bolts. Another way to die, as a result of weapons, is the flame removing the health of the player. The complete reduction of the Vampire gauge in Vampire will kill a player too.
  • Weapons all have base damage values. The final damage delivered to the target, can be possibly modified by various factors, depending on the game: The computation formula of the final damage is described in more detail on the combat pages for Fallout 1 and 2, Fallout 3, Fallout: New Vegas, or Fallout 4.
  • Damage, or dmg, is a reduction in health or an action that reduces health via some sort of attack. For example, a weapon attack or spell attack that reduces the health of the target is damage, but losing a health boosting buff is not considered damage. Losing mana, or MP, from an attack can also be considered damage, but generally is not referred to in that way since reducing MP to zero will not cause death. Note: A more accurate way to measure damage output is DPS.
  • Damage are a British R&B boy band who achieved success in the 1990s with eleven hit singles, including four Top 10 successes in the UK Singles Chart.
  • Damage (Japanese: ダメージ Damēji) is a type of Life Point deduction. There are two types of damage, battle damage and effect damage. Paying Life Points is not damage, so cards like "Wall of Revealing Light", "Final Countdown" and "Premature Burial" cannot have their costs re-directed by cards such as "Barrel Behind the Door" or negated by "Des Wombat".
  • Damage is the amount of Hit Points that any player or Alien can reduce by attacking. The amount of damage that is dealt by a player is determined by the amount of Laser Cannons equipped on a Ship, and any other sort of damage dealing instance such as a Rocket Launcher, Rockets, or Mines deployed. File:Damage.png
  • Damage occurs when you hit something with another object. If a person takes 100 damage, they will go unconscious and start to suffocate. If they take 200 damage, they will die. There are four types of damage.
  • Damage (cs_damage) was a hostage rescue map that was featured in Counter-Strike: Condition Zero during its development.
  • The final damage dealt on a monster is calculated in the following steps: 1. Base damage plus all additional damages (from enchants, stats except Int, skills) 2. Skill Multipliers (if applicable) 3. Enemy Defense Deduction 4. Enemy Effective Protection Deduction 5. Shield Melee Damage Reduction (if applicable) 6. Elemental Multiplier (if applicable) 7. Passive Defense (if applicable)
  • Damage is the deduction of a unit's current health as a result of an offensive interaction. It is a property of basic attacks, abilities, on-hit effects and spell effects in League of Legends.
  • dAmAge is an admin on CnR.
  • "Damage" is the eleventh episode of the fifth season of Angel and the ninety-ninth episode overall. Written by Steven S. DeKnight and Drew Goddard and directed by Jefferson Kibbee. Angel calls on the Watchers Council for help in tracking down a psychotic vampire slayer named Dana, who was tortured by a serial killer as a child.
  • File:Damage.gif Write the text of your article here!
  • A cards damage is how much of your opponents life the card will take if it wins a fight.
  • The damage are the amount of Life points removed from your opponent's Life bar when using Kung Fu skills. It is what you could call "physical hits". In 9Dragons, damages and wounds are not the same. Damages will display in yellow over your opponent's head when dealing normal strikes, and in red when dealing a critical hit. Its counterweight is the defense. It is expressed following this model: [min value]~[max value]. Those are estimated minimal and maximal damage values. Their domain will vary depending of the type of weapon used.
  • Typically however many weapon damage dice rolls + the listed ability modifier + any feat bonuses+ any enhanced item bonuses + any miscellaneous damage modifiers (such as a versatile weapon being used as a two-handed weapon.
  • This determines how much injury a ship can handle before being destroyed. It also determines how much a NPC can take. When it comes to weapons it determines how much a weapon can cause injury to a ship or NPC.
  • Nevratné škody je devatenáctá epizoda třetí série seriálu Star Trek: Enterprise. Posádka Enterprise musí přežít s obrovskými škodami na lodi, navíc potkávají loď také značně poškozenou. V Xindské radě roste napětí.
  • Damage - (ang. uszkodzenia) używane w wielu kontekstach określenie na straty do HP i/lub AP, jakie poniósł przeciwnik, Power Core, etc. przez broń, upadek z wysokości, itp.
  • Tell someone to swap the letters 'M' and 'G' in 'damage' to spell dagame (the game).
  • Damage is a weapon statistic in The Last Stand: Union City and The Last Stand: Dead Zone.
  • There are three main ways to inflict damage in Perfect Dark, shooting, melee and explosives.
  • Damage is the 379th chapter of Akira Amano's Katekyō Hitman Reborn!
  • From [[w:|]][[Category: derivations|Damage]] damage (Modern French dommage), from [[w:|]][[Category: derivations|Damage]] damnum.
  • Damage is the result of a force attacking another object, which results in damage. This then causes the object to look differently than before. Mhm. Yep.
  • When fighting in combat, players and monsters inflict Damage on each other. This damage reduces the HP of the target, and when enough has been done that creature is defeated. Healing can be used to regain some of that lost HP, and Resistance will reduce the initial Damage received. Most damage is done as a specific elemental type. Bonuses and resistance to specific elements are handled individually though some equipment enhances all 4 elements equally, represented by this icon Image: Element Physical.png. Resistance can not reduce damage below base damage.
  • Damage is the HP loss resulting from a physical or magical attack. The default graphics settings cause damage (delivered and received) to briefly appear as an animation. The chat channels: (Basic Damage, Skill Damage and Battle) are enabled by default to keep a log of damage in your Whole and General chat views.
  • Each tank in Tanki Online has a certain amount of health, which is affected by several factors. Damaging is the act of reducing a tank's health. As a result, when a tank gets damaged enough and runs out of health, it explodes, and respawns after 10 seconds. In general, a tanker can only cause damage to enemy tanks, with a few exceptions (see damage types section).
  • Damage, as the name implies, is inflicted on a player's life bar whenever he or she is hit by an attack. Any damage received by a character from blocking an attack is known as Chip Damage, which is much lower than normal damage from not blocking the attack. In many fighting games, normal attacks cannot inflict chip damage (in other words, the chip damage of normal attacks is 0). In many games, damage may be affected by Damage Scaling.
  • Damage is any loss of HP inflicted by the use of a weapon or a spell on characters or monsters.
  • 此頁專門解說玩家與怪物在《HentaiVerse》迷你遊戲裡降低和規避傷害的機制性方式。
  • Damage is the 6th episode of Season 4 and is the 72nd episode overall.
  • DOMO's damage output is dependent on a formula worked out by various researchers. There are no official sources confirming/denying its correctness.
  • When your Health runs out from sustaing too much damage, the opponent will win the match.
  • Damagers are one of the 4 roles available in DCUO.This Role generally focuses on dealing damage to enemies and completing objectives. All Power Types have the Damage Role available.Damage armor tends to provide higher Might and Precision than other role armor.The symbol that represents a Damager is a Flame. In PVP, Damagers do not have an advantage against any other power set but have a disadvantage to specific roles based on their power set.
  • For information on dealing damage to bosses, see the Boss page.
  • When inflicted by normal hits or direct powers it is known as instant damage. On the other hand, some constant powers and auras deal a certain amount of damage every second, which is known as damage over time or DOT. Some powers, eg Magma Blast, deal both. There are six types of damage, and all can be reduced by armor of a certain kind:
  • Damage is a 2013 science fiction first person shooter video game and a remake of the 1997 Quake mod Malice.
  • Damage (engl.) steht für Schaden. Hierbei ist in der Regel der Schaden gemeint, den ein Charakter im Kampf einem Gegner zufügt. Kategorie:Begriffsklärung
  • Damage is the seventh episode of Series 2 and thirteenth episode of Being Human overall.
  • Damage is a supervillain from Marvel comics and an opponent of the Punisher and Wolverine.
  • Damage is a track in Resident Evil: Afterlife (score), the soundtrack for the film of the same name.
  • Damage is one of the 5 attribute statistics that help to determine success or failure in combat against entities and other players. The other attributes are Attack, Armor, Defense, and HP. Damage is related to the amount of Hit Points (HP) that are removed from an opponent during a successful hit. The more damage a player has, the more HP are removed with each hit. Damage can be countered with armor.
  • Damage refers to a loss of health and base value of potential attacks dealt during combat.
  • Reduction in life or an action that reduces life from an attack. For example, a weapon attack or spell attack that reduces the health of the target is damage, but losing a health boosting buff is not considered damage. Losing mana from an attack can also be considered damage, but generally is not referred to in that way, since reducing mana to 0 (zero) won't cause death.
  • Damage is the amount of health lost due to a skill, attack, or spell. Dealing enough damage to reduce an opposing Demigod's health to zero will kill the Demigod. Damage is modified by many attributes, including armor rating, damage negated through a skill (such as Queen of Thorns' Bramble Shield), and percentage resistances offered by other skills and spells. Total damage dealt, after all resistances and modifications have been accounted for, is shown as white text that briefly hovers over the enemy. Red text that floats over the Demigod you are playing signifies damage dealt to your Demigod.
  • Damage is a derivative stat, applying to skills, weapons and usable items. It is distinct from Attack. The ratio of Attack vs target's defense determines how much of the damage will be applied to the target. Skills, items and weapons have different rates of how much their damage is affected by this ratio, and some might not be influenced at all.
  • Ansara; antimaterie; Illyria; Illyrian; Illyrian sterrenschip; Jaina; krachtveld; O'Malley; Osaarian; fase kanon; piano; Piral; plasmainjector; Seleya; sterrendatum; trellium-D; Trenia; warpspoel.
  • Damage, as part of the health system of White Wolf's games, is a source of potential or actual bodily harm. Weapons and other sources of injury, including poisons, diseases and natural hazards, are rated with a certain number of levels or dice of damage. Depending on the effectiveness of an attack or danger of a source, some or all of these damage levels may cause wounds to an affected character. Since the introduction of the Revised Storyteller System, damage has been differentiated into types:
  • After exhaustive study of the issue of Brit magazine explosions in WW1, we have come to the conclusions stated below. This is essentially a restatement of the long section on magazine explosions found in the summary chapter of Campbell's Jutland: An Analysis of the Fighting. Of all that has been written on the subject, we think this is the best argument.
  • Damage is one of the statistics in Stick Ranger. It is inflicted upon a character when it is stricken by an enemy attack, or what is inflicted upon an enemy when stricken by a character attack. If a character sustains damage, a small red number jumps out of the character, heading to the left. If an enemy sustains damage, a small grey number jumps out of the enemy, heading to the right. The amount of damage is equal to the AT value of the attacker minus the defense of the attacked. However no matter how much defense the attacked has, the damage can not be reduced below 1.
  • Damage is the action of losing health from an act such as falling or being attacked. It is heavily influenced by armor ratings and skills related to damage reduction. There are several types of damage, which are as follows: * Arrow * Bludgeoning * Piercing * Slashing * Acid * Arcane * Cold * Fire * Holy * Impact * Lightning * Unholy * Malediction * Mental * Infliction Skills related to reducing damage taken are:
  • Damage in the game is calculated as follows: DAMAGE = [(eATK + (pATK x R x T)) x SOS x EFF% x D - DEF] x (2-RES%) x P Note that this formula is used for both the player and noise. * eATK: Equipped attack: Attacker's base ATK (plus/minus thread modifiers for players). * Maximum possible for Neku is 246 [100+35 {Your Cap}+30 {Pi-Face's Jeans}+28 {Maid Costume}+53 {Samurai Sword}] but this is inferior when compared against SOS setups. Maximum possible for partners is 255 because of the nine ATK stickers. * pATK: Pin attack: Attack value of the pin. (Neku only) * R: Resonance multiplier. If the attack is under the effect of Resonance, this value is 1.2, otherwise it's 1.0. * T: Trend multiplier for brands: * Most popular: 2.0 * No. 2 brand: 1.5 * No. 3 bran
  • Damage in Guild Wars is a way for an attacker to subtract a portion of a defender's health. It results from attacks and a wide variety of skills (most prominently attack skills and offensive spells). Health degeneration, life stealing, sacrifice and "loses health" skill effects (such as Infuse Health or Spoil Victor) do not constitute damage. When an attacker attempts to damage a target, the following is factored in:
  • Rise of Nations uses an extensive amount of damage modifiers in order to encourage more realistic and mixed armies via a "rock-paper-scissors" model of combat. The attack damage of an attacker is often multiplied by one or more damage modifiers, depending on the attacker and defender. The defender's armor is then subtracted from this product. In general, units will do a minimum of 1 damage even in the event that the defender's armor is greater than the attack damage. For ease of reading, on this page "unit" may refer to both units and buildings.
  • Damage is the result of some kind of attack. The result is that the target loses Hitpoints (or Mana if using Magic Shield spell). There are two main kinds of damage: Physical Damage and Magical Damage. Physical Damage is inflicted by melee attacks and some spells. This kind of damage can be sometimes blocked by the target's Shielding (impossible to block when inflicted by spells), and is always mitigated by the target's armor.
  • Damage is the amount of HP done to opponents during a battle using different moves. The approximate formula for damage is: A: Attack/ Sp. Attack of attacker D: Defense/ Sp. Defense of defender P: Base power of move Note A and D are the stats under effective level. To calculate, see Stats for more details. The tweaking factor used to modify damage output is: (crude experimental data, may subject to +-1 error) * Same Type Attribute Bonus: for pokemons using moves of same type as itself.
  • Damage in NetHack reduces the current hit points of the monster or player that receives it. If the player or a creature is reduced to 0 or fewer HP, it dies. Exception: if you are a monster (due to polymorph or lycanthropy) and you're reduced to 0 or fewer HP, you revert to your original form (unless you are wearing an amulet of unchanging, in which case you die). Damage can come from a variety of sources, including physical and magical attacks, as well as falling down stairs or onto a sink, stepping on a trap, being hit by a bounced or reflected spell, and many others.
  • When a ship suffers a damage or critical damage, it loses one shield token. If it does not have any shield tokens to lose, it is dealt one Damage card instead. For normal damage, the Damage card is dealt facedown; for critical damage, the Damage card is dealt faceup and the text on the card immediately resolves. If a ship has a number of Damage cards equal to its hull value, it is destroyed.
  • Damage is the result of some kind of attack. The result is that the target loses Hitpoints (or Mana if using Magic Shield spell or an Energy Ring). There are two main kinds of damage: Physical Damage and Magical Damage. Physical Damage is inflicted by melee attacks and some runes and spells. This kind of damage can be sometimes blocked by the target's Shielding (impossible to block when inflicted by spells), and is always mitigated by the target's armor.
  • Damage is the result of some kind of attack. The result is that the target loses Hitpoints (or Mana if using Magic Shield spell or an Energy Ring). There are two main kinds of damage: Physical Damage and Magical Damage. Physical Damage is inflicted by melee attacks and some runes and spells. This kind of damage can be sometimes blocked by the target's Shielding (impossible to block when inflicted by spells), and is always mitigated by the target's armor.
  • Damage is dealt to to target Pokémon during stages, when the player makes a match or a combo. The score during a stage is the accumulated damage. Here is a useful formula for calculating damage: * Damage = [AP↑][power] * ([combo bonus][icon bonus][status effect][ability*] + (0.2)(mega power)) + [ability+] Each time a match or combo is made, this formula will be used to calculate the damage dealt. Attack Power ↑: Attack Power ↑ is the Item. This is x2 if it's in use, x1 if not Power: Attack Power of the matched Pokémon, modified by the type effectiveness: The final damage rounds down.
  • Damage is the basic measure of how vulnerable a character is to the knockback of attacks. At low damages, the character cannot be knocked back very far, and can only be thrown off-stage by the game's most powerful attacks. However, at high damages, attacks deliver considerably more knockback, increasing the risks of severely damaged characters to be KO'd.
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