Editing Damage types

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''[[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 <code>bullet_slow</code> 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]]'' is the first proper title in which a damage table appears, allowing multiple damage effects to share the same damage type, such as <code>bullet_slow</code> 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.
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{{scrollbox|height=400px|{{:Damage_table/H2}}}}
{{:Damage_table/H2}}
{{Ref/File|Id=H2EKTable|H2EK|data\globals\armor_vs_damage.csv}}
{{Ref/File|Id=H2EKTable|H2EK|data\globals\armor_vs_damage.csv}}
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Starting with ''[[Halo 3]]'' an additional damage table was introduced. This second table is used whenever the [[Tilt skull]] is activated.
Starting with ''[[Halo 3]]'' an additional damage table was introduced. This second table is used whenever the [[Tilt skull]] is activated.
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{{scrollbox|height=400px|{{:Damage_table/H3}}}}
{{:Damage_table/H3}}
{{scrollbox|height=400px|{{:Damage_table/H3_tilt}}}}
{{:Damage_table/H3_tilt}}
{{Ref/File|Id=H3EKTable|H3EK|data\globals\armor_vs_damage.csv}}
{{Ref/File|Id=H3EKTable|H3EK|data\globals\armor_vs_damage.csv}}
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''[[Halo 3: ODST]]'' features largely the same damage tables as ''Halo 3'' but with bullet based damage types having a damage reduction to personal energy shields. Interestingly "plasma vehicle" received a similar nerf but "bullet vehicle" did not. With the inclusion of the [[battle rifle]] in ''[[Halo: The Master Chief Collection]]'' an additional damage type was introduced called <code>bullet_fast_h3</code>.
''[[Halo 3: ODST]]'' features largely the same damage tables as ''Halo 3'' but with bullet based damage types having a damage reduction to personal energy shields. Interestingly "plasma vehicle" received a similar nerf but "bullet vehicle" did not. With the inclusion of the [[battle rifle]] in ''[[Halo: The Master Chief Collection]]'' an additional damage type was introduced called <code>bullet_fast_h3</code>.
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{{scrollbox|height=400px|{{:Damage_table/H3ODST}}}}
{{:Damage_table/H3ODST}}
{{scrollbox|height=400px|{{:Damage_table/H3ODST_tilt}}}}
{{:Damage_table/H3ODST_tilt}}
{{Ref/File|Id=H3ODSTEKTable|H3ODSTEK|data\globals\armor_vs_damage.csv}}
{{Ref/File|Id=H3ODSTEKTable|H3ODSTEK|data\globals\armor_vs_damage.csv}}
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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 <code>anti_flood</code>, and specific armor modifiers such as <code>soft_organic_flesh_hunter</code> and <code>sentinel</code> 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 <code>anti_flood</code>, and specific armor modifiers such as <code>soft_organic_flesh_hunter</code> and <code>sentinel</code> were removed.
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{{scrollbox|height=400px|{{:Damage_table/HR}}}}
{{:Damage_table/HR}}
{{scrollbox|height=400px|{{:Damage_table/HR_tilt}}}}
{{:Damage_table/HR_tilt}}
{{Ref/File|Id=HREKTable|HREK|tags\globals\globals.globals}}
{{Ref/File|Id=HREKTable|HREK|tags\globals\globals.globals}}
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''[[Halo 4]]'s'' only notable additions to the damage tables since ''Halo: Reach'' were the addition of a damage type exclusive to the [[Mantis]] and a rebalance to explosive damage types. The newly introduced [[storm rifle]] and [[Promethean]] weapons all make use of preexisting damage types. The [[plasma pistol]] and [[needler]] are the only two weapons in the entire game that deal bonus damage to shields.
''[[Halo 4]]'s'' only notable additions to the damage tables since ''Halo: Reach'' were the addition of a damage type exclusive to the [[Mantis]] and a rebalance to explosive damage types. The newly introduced [[storm rifle]] and [[Promethean]] weapons all make use of preexisting damage types. The [[plasma pistol]] and [[needler]] are the only two weapons in the entire game that deal bonus damage to shields.
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{{scrollbox|height=400px|{{:Damage_table/H4}}}}
{{:Damage_table/H4}}
{{scrollbox|height=400px|{{:Damage_table/H4_tilt}}}}
{{:Damage_table/H4_tilt}}
{{Ref/File|Id=H4EKTable|H4EK|tags\globals\globals.globals}}
{{Ref/File|Id=H4EKTable|H4EK|tags\globals\globals.globals}}
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''[[Halo 2: Anniversary]]'' multiplayer features a modified ''Halo 4'' damage table that approximately replicates the balance of ''Halo 2'' but is not identical. Many damage types are left over from ''Halo 4'' and go unused including the tilt damage table, even though ''Halo 2: Anniversary'' does not feature any skull modifiers.
''[[Halo 2: Anniversary]]'' multiplayer features a modified ''Halo 4'' damage table that approximately replicates the balance of ''Halo 2'' but is not identical. Many damage types are left over from ''Halo 4'' and go unused including the tilt damage table, even though ''Halo 2: Anniversary'' does not feature any skull modifiers.
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{{scrollbox|height=400px|{{:Damage_table/H2AMP}}}}
{{:Damage_table/H2AMP}}
{{Ref/File|Id=H2AMPEKTable|H2AMPEK|tags\globals\globals.globals}}
{{Ref/File|Id=H2AMPEKTable|H2AMPEK|tags\globals\globals.globals}}
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''[[Halo 5: Guardians]]'' features one of the most expansive damage table sets in the series. The returning storm rifle and Promethean weapons were reworked to possess unique damage types of their own.
''[[Halo 5: Guardians]]'' features one of the most expansive damage table sets in the series. The returning storm rifle and Promethean weapons were reworked to possess unique damage types of their own.
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{{scrollbox|height=400px|{{:Damage_table/H5}}}}
{{:Damage_table/H5}}
{{scrollbox|height=400px|{{:Damage_table/H5_tilt}}}}
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Despite appearing in almost every game, damage types were never formally described to players as a mechanic outside of recognizing plasma as an excellent shield stripper. During development of ''[[Halo Infinite]]'', [[343 Industries]] sought to rework the existing damage type system to reduce overlap and subtle differences while also creating more unique distinctions between them. This resulted in a greatly simplified damage system where weapons now fall into one of four categories: [[Weapon_types#Kinetic|Kinetic]] which replaces bullets and needles, [[Weapon_types#Plasma|Plasma]] and [[Weapon_types#Hardlight|Hardlight]] which return from previous games, and the newly introduced [[Weapon_types#Shock|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}} All four damage types received unique icons allowing for easy identification on the [[heads up display]], however the system still has its exceptions. Needles retain their shield damage bonus despite now being classified as kinetic. [[Power weapon]]s received their own icon despite the engine not recognizing power to be its own damage type.
Despite appearing in almost every game, damage types were never formally described to players as a mechanic outside of recognizing plasma as an excellent shield stripper. During development of ''[[Halo Infinite]]'', [[343 Industries]] sought to rework the existing damage type system to reduce overlap and subtle differences while also creating more unique distinctions between them. This resulted in a greatly simplified damage system where weapons now fall into one of four categories: [[Weapon_types#Kinetic|Kinetic]] which replaces bullets and needles, [[Weapon_types#Plasma|Plasma]] and [[Weapon_types#Hardlight|Hardlight]] which return from previous games, and the newly introduced [[Weapon_types#Shock|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}} All four damage types received unique icons allowing for easy identification on the [[heads up display]], however the system still has its exceptions. Needles retain their shield damage bonus despite now being classified as kinetic. [[Power weapon]]s received their own icon despite the engine not recognizing power to be its own damage type.
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{{scrollbox|height=400px|{{:Damage_table/HI}}}}
{{:Damage_table/HI}}
{{scrollbox|height=400px|{{:Damage_table/HI_tilt}}}}
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<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>
While not exactly the same, both ''[[Halo Wars]]'' games feature a similar system of damage modifiers.
While not exactly the same, both ''[[Halo Wars]]'' games feature a similar system of damage modifiers.
{| class="wikitable sortable" style="text-align:center"
{| class="wikitable scrollable mw-collapsible autocollapse" style="text-align:center"
! colspan="100%" | ''[[Halo Wars]]'' weapon type damage modifiers
! colspan="100%" | ''[[Halo Wars]]'' weapon type damage modifiers
|-
|-

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