Gameplay

Damage types: Difference between revisions

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m (→‎Halo Infinite: Not sure if I like this change but I have no better alternative at the moment.)
 
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{{Under construction}}
{{Under construction}}
{{Series/Gameplay/Sandbox}}
{{Series/Gameplay/Sandbox}}
'''Damage Types''', also referred to as "damage groups", are a method utilized by the ''[[Halo_(disambiguation)|Halo]]'' [[Blam engine|engine]] to calculate the strengths and weaknesses of damage effects and how they apply to different materials.
'''Damage Types''', also referred to as "damage groups", are a method utilized by the ''[[Halo_(disambiguation)|Halo]]'' [[Blam engine|engine]] to calculate damage and whether they possess any strengths or weaknesses against different materials.


==Overview==
==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.
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 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 <code>bullet_fast</code>, 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 <code>sniper</code> 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 <code>sniper</code>, containing all necessary data without needing to multiply with another damage type.
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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".
''[[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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{{:Damage_table/H2}}
{{scrollbox|height=400px|{{: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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==''Halo 3''==
==''Halo 3''==
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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{{:Damage_table/H3}}
{{scrollbox|height=400px|{{:Damage_table/H3}}}}
{{:Damage_table/H3_tilt}}
{{scrollbox|height=400px|{{: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''==
==''Halo 3: ODST''==
''[[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 "bullet fast h3".
''[[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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{{:Damage_table/H3ODST}}
{{scrollbox|height=400px|{{:Damage_table/H3ODST}}}}
{{:Damage_table/H3ODST_tilt}}
{{scrollbox|height=400px|{{: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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==''Halo: Reach''==
==''Halo: Reach''==
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 "anti flood", and specific armor modifiers such as "soft organic flesh hunter" and "sentinel" 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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{{:Damage_table/HR}}
{{scrollbox|height=400px|{{:Damage_table/HR}}}}
{{:Damage_table/HR_tilt}}
{{scrollbox|height=400px|{{: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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{{:Damage_table/H4}}
{{scrollbox|height=400px|{{:Damage_table/H4}}}}
{{:Damage_table/H4_tilt}}
{{scrollbox|height=400px|{{: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==
==''Halo 2: Anniversary'' multiplayer==
''[[Halo 2: Anniversary]]'' multiplayer features the ''Halo 4'' damage table modified to recreate the balance of ''Halo 2''. Many damage types are left over from ''Halo 4'' and go unused, including the tilt damage table despite ''Halo 2: Anniversary'' not featuring 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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{{:Damage_table/H2AMP}}
{{scrollbox|height=400px|{{: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''==
==''Halo 5: Guardians''==
<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>
''[[Halo 5: Guardians]]'' features one of the more 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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{{:Damage_table/H5}}
{{scrollbox|height=400px|{{:Damage_table/H5}}}}
{{:Damage_table/H5_tilt}}
{{scrollbox|height=400px|{{:Damage_table/H5_tilt}}}}
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==''Halo Infinite''==
==''Halo Infinite''==
{{Main
|see=1
|1=Weapon_types#Damage_Types
|l1=Weapon types
}}
<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>
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 five categories:
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.
* [[File:HI Kinetic.png|x19px]] [[Weapon_types#Kinetic|Kinetic]]
* [[File:HI Plasma.png|x19px]] [[Weapon_types#Plasma|Plasma]]
* [[File: HI Hardlight.png|x19px]] [[Weapon_types#Hardlight|Hardlight]]
* [[File:HI Shock.png|x19px]] [[Weapon_types#Shock|Shock]] (newly introduced){{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}}
* [[File:HI Power.png|x19px]] [[Weapon_types#Power_Weapon|Power]]
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{{:Damage_table/HI}}
{{scrollbox|height=400px|{{:Damage_table/HI}}}}
{{:Damage_table/HI_tilt}}
{{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 scrollable mw-collapsible autocollapse" style="text-align:center"
{| class="wikitable sortable" style="text-align:center"
! colspan="100%" | ''[[Halo Wars]]'' weapon type damage modifiers
! colspan="100%" | ''[[Halo Wars]]'' weapon type damage modifiers
|-
|-
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==Sources==
==Sources==
{{Ref/Sources}}
{{Ref/Sources}}
[[Category:Terminology (gameplay)]]

Latest revision as of 13:52, September 12, 2024

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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 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 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 damage tables, instead every 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[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
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

[1]

Halo 3[edit]

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

[2]

Halo 3: ODST[edit]

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 bullet_fast_h3.

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

[3]

Halo: Reach[edit]

With sandbox elements such as the flamethrower, Flood, and Sentinels not returning, the damage tables in Halo: Reach were greatly reduced in complexity. Specific damage types such as anti_flood, and specific armor modifiers such as soft_organic_flesh_hunter and sentinel were removed.

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

[4]

Halo 4[edit]

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 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

[5]

Halo 2: Anniversary multiplayer[edit]

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 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

[6]

Halo 5: Guardians[edit]

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

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 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

Halo Infinite[edit]

See also: Weapon types
Disclaimer: all below statistics are derived from unofficial tools and may be inaccurate

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: Kinetic which replaces bullets and needles, Plasma and Hardlight which return from previous games, and the newly introduced Shock.[7] 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 weapons received their own icon despite the engine not recognizing power to be its own damage type.

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Halo Wars[edit]

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[edit]

Disclaimer: all below statistics are derived from unofficial tools and may be inaccurate
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List of appearances[edit]

Sources[edit]

  1. ^ Halo 2 Editing Kit, game file data\globals\armor_vs_damage.csv
  2. ^ Halo 3 Editing Kit, game file data\globals\armor_vs_damage.csv
  3. ^ Halo 3: ODST Editing Kit, game file data\globals\armor_vs_damage.csv
  4. ^ Halo: Reach Editing Kit, game file tags\globals\globals.globals
  5. ^ Halo 4 Editing Kit, game file tags\globals\globals.globals
  6. ^ Halo 2: Anniversary Multiplayer Editing Kit, game file tags\globals\globals.globals
  7. ^ Halo Waypoint, Inside Infinite January 2021 (Retrieved on Dec 9, 2023) [archive]