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A damage type is an attribute of a weapon or ability that has potential to do bonus damage depending on an enemy's shield or whether or not a Burn modifier is active. The color of an enemy's shield represents which damage type it is vulnerable to. Using a damage type against the corresponding shield will do 200% damage. Using a damage type against a non-corresponding shield will do 100% damage. Burn modifiers increase a damage type's damage to 300% for both Guardians and enemies. However, using a Burn-modified damage type against a non-corresponding shield will only do 150% damage.

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  • Damage Type
  • Damage type
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  • A damage type is an attribute of a weapon or ability that has potential to do bonus damage depending on an enemy's shield or whether or not a Burn modifier is active. The color of an enemy's shield represents which damage type it is vulnerable to. Using a damage type against the corresponding shield will do 200% damage. Using a damage type against a non-corresponding shield will do 100% damage. Burn modifiers increase a damage type's damage to 300% for both Guardians and enemies. However, using a Burn-modified damage type against a non-corresponding shield will only do 150% damage.
  • Damage type is defined as how damage is done to the enemy, and also to the player. There are 4 damage types in AdventureQuest: Melee, Ranged, Magic, and no type.
  • There's four types of damage.
  • There are many individual damage types, and two meaningful damage type categories - elemental and physical. 1Most skills dealing these types of damage ignore armor. Weapons dealing these types of damage do not ignore armor (unless used in junundu form). 2Untyped damage from Dust Trap is reduced by Mantra of Earth, though is not treated as elemental damage by Winter. Untyped damage from Whirling Defense gives energy to casters who maintain Essence Bond on the victim.
  • In Global Agenda there are three major damage types, and in addition four additional special damage types.
  • Any damage done has a type. Multiple types of damage can come from the same source (e.g., a flaming spear would do both fire and piercing damage). It is possible to protect from each type.
  • A Damage Type is the effect (or effects) caused by an attack. Two attacks delivering the same Damage Type at the same target will have the same sort of effect on that target (though possibly at different magnitudes). Any attack made by one unit on another unit will deliver at least one Damage Type. Many spells that affect enemy units also execute an attack on their designated target(s), and thus also deliver one or more Damage Types.
  • Damage types are classifications of injury, representing different manners by which hit points are reduced. In terms of game mechanics, the type of damage is used to determine which defenses (and weaknesses) apply in any given situation. Some damage types are purely physical (i.e. bludgeoning, slashing, piercing), others are elemental (i.e. acid, cold, electrical, fire), some are energy related (i.e. sonic, positive, negative), and others are related to magic (i.e. divine, and magical). The non-physical damage types are reported by the game in colored text.
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abstract
  • A Damage Type is the effect (or effects) caused by an attack. Two attacks delivering the same Damage Type at the same target will have the same sort of effect on that target (though possibly at different magnitudes). Any attack made by one unit on another unit will deliver at least one Damage Type. Many spells that affect enemy units also execute an attack on their designated target(s), and thus also deliver one or more Damage Types. Damage Types are split into three main sub-categories: Physical Damage, Area Damage and Special Damage. The Physical Damage category includes all Damage Types that attempt to inflict File:Icon Damage.png on the target in a linear fashion (one File:Icon Figure.png after the other), and involve the common process of File:Icon ToHit.png and File:Icon ToBlock.png rolls. Area Damage types are similar to Physical Damage, but are applied to every File:Icon Figure.png separately when targeted at a File:Icon MultiFigureUnit.png . The Special Damage category includes all other Damage Types, i.e. those that behave differently from Physical Damage and Area Damage. Some Special Damage Types work as tandem components to other types of damage, and are largely responsible for the capability of some attacks to deliver more than one Damage Type. Attacks dealing these Damage Types are naturally more dangerous than others. Finally, most Damage Types can trigger one or more of the target's immunities (if it possesses any), making the target harder (or impossible) to harm with that particular type of damage.
  • A damage type is an attribute of a weapon or ability that has potential to do bonus damage depending on an enemy's shield or whether or not a Burn modifier is active. The color of an enemy's shield represents which damage type it is vulnerable to. Using a damage type against the corresponding shield will do 200% damage. Using a damage type against a non-corresponding shield will do 100% damage. Burn modifiers increase a damage type's damage to 300% for both Guardians and enemies. However, using a Burn-modified damage type against a non-corresponding shield will only do 150% damage.
  • Damage type is defined as how damage is done to the enemy, and also to the player. There are 4 damage types in AdventureQuest: Melee, Ranged, Magic, and no type.
  • There's four types of damage.
  • There are many individual damage types, and two meaningful damage type categories - elemental and physical. 1Most skills dealing these types of damage ignore armor. Weapons dealing these types of damage do not ignore armor (unless used in junundu form). 2Untyped damage from Dust Trap is reduced by Mantra of Earth, though is not treated as elemental damage by Winter. Untyped damage from Whirling Defense gives energy to casters who maintain Essence Bond on the victim.
  • In Global Agenda there are three major damage types, and in addition four additional special damage types.
  • Damage types are classifications of injury, representing different manners by which hit points are reduced. In terms of game mechanics, the type of damage is used to determine which defenses (and weaknesses) apply in any given situation. Some damage types are purely physical (i.e. bludgeoning, slashing, piercing), others are elemental (i.e. acid, cold, electrical, fire), some are energy related (i.e. sonic, positive, negative), and others are related to magic (i.e. divine, and magical). The non-physical damage types are reported by the game in colored text. Damage is affected by defenses in the order 1. * immunity (or vulnerability), 2. * damage resistance, then 3. * damage reduction. The first two only apply if the defense is rated for the damage type being inflicted. Damage reduction only applies against physical damage types. One exception to this rule is that the bonus damage from a non-physical damage increase effect is not affected by any form of immunity or resistance. This order of defenses enhances the value of damage immunity, as immunity works as a percentage while the other defenses protect against a set amount of damage. (If reduction and resistance were applied first, then the total damage to which immunity applied would be smaller. So the same percentage of a smaller number would result in a smaller amount of damage prevented via immunity.)
  • Any damage done has a type. Multiple types of damage can come from the same source (e.g., a flaming spear would do both fire and piercing damage). It is possible to protect from each type.
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