PropertyValue
rdf:type
rdfs:label
  • Damage
  • Damage
  • Damage
  • Damage
  • Damage
  • Damage
  • Damage
  • DAmAge
  • Damage
  • Damage
  • Damage
rdfs:comment
  • __NOEDITSECTION__
  • (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.
  • Whenever an aircraft its hit by enemy projectiles (anti-air artillery and SAMs), it will suffer damage. In most games, damage can be tracked through a plane vector and percentage in the lower right corner of the screen. The vector will change color as damage is suffered: green indicates perfect or high health, yellow indicates medium damage, red means high damage and flashing red symbolizes critical health. Certain sources of damage, such as collisions with the environment or attacks from superweapons, will instantly destroy an aircraft. In Ace Combat Infinity, soft collisons with the ground, as well as flying into a large enemy, such as Stonehenge or the Moby Dick fleet, will increase damage to 98% damage (destroying the aircraft if the damage is already this high), and by 95% from a Nimb
  • Damage is a decrease in hit points, an ability score, or other aspects of a character caused by an injury, illness, or magical effect. The two main categories of damage are lethal damage and ability damage. In addition, wherever it is relevant, the type of damage an attack deals is specified, since natural abilities, magic items, or spell effects may grant immunity to certain types of damage. Damage types include weapon damage (subdivided into bludgeoning, slashing, piercing), and magical damage (positive, negative, acid, cold, electricity, fire, sonic, magical, and divine).
  • Damage is the possible, but not guaranteed result of attacking from a monster to a player or vice versa. Damage can be realised by: * Melee damage—The attacker is toe-to-toe to the defender. Most weapons are melee weapons. * Ranged damage—There is a distance between the attacker and the defender. Bows and Crossbows are often used for ranged damage. * Spell damage—The attacker uses spells (from a Skill Tree) against the defender. Spell damage is always successful. The success of melee and range damage depends from the Attack Rating.
  • Damage refers to when weapons reduce a unit's (or shield's) hit points. If a unit's hit points are reduced below zero, the unit is destroyed. Similarly, when a shield's hit points are reduced below zero, the shield collapses and must recharge. A unit with zero health will not neccesarily die, but will continue to live until its health is brought down below zero, although it is very rare to see a unit with zero health.
  • Each attack deals a set amount of damage, which is then modified by things such as Stale Move Negation before the target is launched. An attack that does no damage will not cause targets to flinch and not produce a regular hit sound, although it will still cause knockback. The damage an attack deals is a significant factor in how much knockback it causes. The following aspects are affected by damage:
  • Card hands were used to emoter fields, which in turn influenced the emotions felt by other players. Strength of will was required to resist malicious emotional manipulation and play the game successfully. For example a player might succumb to manipulation and fold a round despite having a strong hand. Each Player had a maximum of twelve Lives, living pan-humans, used as counters. A Life was killed if a Player did not drop out of a hand early and lost the hand. Players and nearby spectators could also be induced to suicide by the emoter fields.
owl:sameAs
Season
  • 4
  • 5
Length
  • 62.0
Anterior soundtrack
Siguiente soundtrack
dcterms:subject
Poprzedni odcinek
Sezon
  • Sezon 4
vorige
Regisseur
VolgendeInSerie
  • The Forgotten
UitgebrachtOp
  • 2004-04-21
Portuguese
  • dano
Nazwa
  • Damage
nextpocket
Seizoen
  • 3
prevpocket
Volgende
name forum
  • ÐдмдgΣ
Story Romaji Title
  • Sonshō
VorigeInSerie
  • Azati Prime
Obrazek
  • 250
SerieLink
  • ENT
Jaar
  • 2154
Aflevering
  • 319
Previous Chapter
name cnr
  • dAmAge
Następny odcinek
Chapter Title
  • Damage
Story Kanji Title
  • 損傷
tytuł oryginału
  • Damage
Afbeeldingen
odcinek
  • Odcinek 6
Next Chapter
Duración
  • 63.0
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Number
  • 6
  • 7
  • 11
Previous
  • "Soul Purpose"
  • "In The Morning"
  • "Repercussions"
Written
  • Phyllis Strong
Creator(s)
Nombre
  • Damage
Cast
  • *Mitchell — Aidan Turner *Annie — Lenora Crichlow *George — Russell Tovey
Date
  • 2154
Album
Series
Status
  • Admin
Guests
  • *Nina — Sinead Keenan *Lucy — Lyndsey Marshal *Kemp — Donald Sumpter *Daisy — Amy Manson *Ivan — Paul Rhys *Lloyd — Mark Fleischmann *Sam — Lucy Gaskell *Molly — Molly Jones *Hennessey — Adrian Schiller *Quinn — John Stahl *Chaplain Mark — Michael Begley *Train Worker — David Webber *Werewolf — Paul Kasey
Name
  • Damage
  • Damage
Type
  • episode
Airdate
  • 2004-01-28
  • 2004-04-24
  • 2010-02-21
  • 2014-11-02
Italian
  • danno
Romaji
  • Damēji
Álbum
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dbkwik:cs.memory-alpha/property/wikiPageUsesTemplate
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dbkwik:crazybobs/property/wikiPageUsesTemplate
French
  • dommage
Chapter
  • 379
iTunes
Production
  • 71
Kanji
  • ダメージ
Volume
Title
  • Damage
  • dAmAge
Afbeelding
  • T'Pol Damage.JPG
Description
  • あなたの攻撃によるダメージが増加します
Format
  • epair
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  • __NOEDITSECTION__
  • (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.
  • 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. Stat changes from abilities (e.g. Rivalry, Defeatist, Justified) causes buffs/debuffs automatically. Calculation can be done as normal. Here is a list of abilities that would cause stat changes in (Special) Attack, (Special) Defense:
  • 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.
  • Whenever an aircraft its hit by enemy projectiles (anti-air artillery and SAMs), it will suffer damage. In most games, damage can be tracked through a plane vector and percentage in the lower right corner of the screen. The vector will change color as damage is suffered: green indicates perfect or high health, yellow indicates medium damage, red means high damage and flashing red symbolizes critical health. Certain sources of damage, such as collisions with the environment or attacks from superweapons, will instantly destroy an aircraft. In Ace Combat Infinity, soft collisons with the ground, as well as flying into a large enemy, such as Stonehenge or the Moby Dick fleet, will increase damage to 98% damage (destroying the aircraft if the damage is already this high), and by 95% from a Nimbus missile. There are ways to reduce or, in some cases, remove damage completely. In most games, damage can be healed exclusively through return lines. However, this advantage is usually disabled in higher difficulty modes. In Ace Combat X: Skies of Deception, Ace Combat: Joint Assault, Ace Combat: Assault Horizon Legacy and Ace Combat Infinity, these games introduce armor upgrades that would help limit damage sustained in flight. Joint Assault introduces a special tuning part called the "Ace's Amulet", which regenerates an aircraft's health at certain intervals. Ace Combat: Assault Horizon handles the damage concept differently. The game features a "regenerating health" system, which heals any battle damage in a short period. The healing speed and enemy damage depend on the difficulty. In Ace difficulty, healing is disabled entirely.
  • 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 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: * Super effective: x2 * Neutral: x1 * Not very effective: x0.5 Combo Bonus: Achieving higher combo counts will grant larger damage bonuses * 1 Combo: x1 * 2-4 Combo: x1.1 * 5-9 Combo: x1.15 * 10-24 Combo: x1.2 * 25-49 Combo: x1.3 * 50-74 Combo: x1.4 * 75-99 Combo: x1.5 * 100-199 Combo: x2 * 200+ Combo: x2.5 Icon Bonus: More icons in the match will grant larger damage bonuses * 3-icon: x1 * 4-icon: x1.5 * 5-icon: x2 * 6-icon: x3 Status Effect: Certain status effects will increase damage, some from specific Pokémon types. No status effect means x1. * Burn: x1.5 from fire types * Freeze: x1.2 from ice types * Sleep: x1.2 * Spook: x1.5 from ghost types Ability: This can multiply (ex. Dancing Dragons) or add (ex. Counterattack) or even overwrite (ex. Vitality Drain). No trigger or not a damage altering ability means x1 or +0. Mega Power: This represents the number of icons erased by the mega power if it erases. Empty tiles apparently count, while the tiles in which the match was made don't count. The final damage rounds down.
  • 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. The game stores a table of the damage modifiers for each of the units or buildings attacking each of the units or buildings. There are a total of 493 units or buildings in Rise of Nations, so this table is very large (493 x 493 = 243049 elements). This page will serve to break down that table into more understandable blocks. 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 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. Magical Damage cannot be blocked, and the damage it inflicts is not reduced by the target's armor. The primary drawback to magic damage is that many creatures are immune to different types of magic damage, and therefore are not affected by it. Ghost, Pirate Ghost, Spectre, Phantasm and Dipthrah are the only creatures that are immune to physical damage. Kitty is the only creature that is immune to ALL types of damage, So you cant hit her with ANY melee weapon, spell or rune.
  • 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 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. Magical Damage cannot be blocked, and the damage it inflicts is not reduced by the target's armor. The primary drawback to magic damage is that many creatures are immune to different types of magic damage, and therefore are not affected by it. Ghost, Pirate Ghost, Spectre and Phantasmare the only creatures that are immune to physical damage.
  • 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 is a decrease in hit points, an ability score, or other aspects of a character caused by an injury, illness, or magical effect. The two main categories of damage are lethal damage and ability damage. In addition, wherever it is relevant, the type of damage an attack deals is specified, since natural abilities, magic items, or spell effects may grant immunity to certain types of damage. Damage types include weapon damage (subdivided into bludgeoning, slashing, piercing), and magical damage (positive, negative, acid, cold, electricity, fire, sonic, magical, and divine). Modifiers to melee damage rolls apply to both subcategories of weapon damage (melee and unarmed). Some modifiers apply to both weapon and spell damage, but only if so stated. Damage points are deducted from whatever character attribute has been harmed -- lethal damage from current hit points, and ability damage from the relevant ability score. Damage heals naturally over time, but can also be negated wholly or partially by curative magic
  • 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.
  • 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: * Bashing damage is the least severe, and represents minor injuries from which humans can naturally recover and rarely causes death. Examples: being hit by a car door, getting into a fist fight, minor electrocution. * Lethal damage is serious trauma which may cause death, and generally requires medical attention. Lethal damage is probably the most common, certainly in combat. Examples: being shot or stabbed, burned by a fire, major electrocution. * Aggravated damage (present in most but not all White Wolf games) represents supernaturally caused injuries. Examples: a bite from a supernatural creature which doesn't heal for weeks, magic spells, enchanted weapons.
  • Each attack deals a set amount of damage, which is then modified by things such as Stale Move Negation before the target is launched. An attack that does no damage will not cause targets to flinch and not produce a regular hit sound, although it will still cause knockback. The damage an attack deals is a significant factor in how much knockback it causes. The following aspects are affected by damage: * Knockback - As a character gets more damage, they fly further when hit. Certain attacks have set knockback, and don't apply. * Grab time - Characters at high damage can be grabbed for longer periods of time. * Status time - Generally, characters with higher damage are vulnerable for longer from a status effect (such as sleeping). The exception is being stunned though a shield breaking - the more damage a stunned character has, the faster they can recover. * Ledge recovery - Before Smash 4, a character's ledge animations change at 100% or more, becoming more sluggish and providing more invincibility frames. The slower attack also deals more damage (in all games this applies to, Captain Falcon's is the sole exception). * Hoop damage - Characters will not accumulate hoop damage at 150% damage or more. * Jet Hammer - Like hoop damage, King Dedede will not be damaged by charging this attack when he has 150% or more damage. * Lucario's attack power - The more damage Lucario has, the more damage his aura-based attacks do. In Brawl, the power is at "normal" when Lucario is at 75%, while it stops decreasing at 20% and caps at 170%. * Pikmin latch time - Pikmin release a character faster at higher damages. * A Team Healer's healing power - The more damage the target has, the more damage the item heals. * Swim time - Higher-damaged characters have less time to swim before panicking, the shortest swim time being at 96% and up. * Donkey Kong's forward throw - The more damage the grabbed character has, the longer they can be carried, similar to the grab time function.
  • 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: * Alfar Resilience - Alfar racial skill, grants resistance against acid damage. * Constitution - Grants resistances against poison and disease damage. * Defense - Grants resistances against arrow and melee damage. * Dwarven Perseverance - Dwarven racial skill, grants resistance against debuffs, which also reduce stamina cost. * Fortitude - Grants resistance against curses. * Ignore Pain - Grants resistances against weapon damage. * Reflex - Grants resistances against elemental damage. * Rigor - Grants resistances against weapon damage. * Willpower - Grats resistances against mental damage.
  • Damage is the possible, but not guaranteed result of attacking from a monster to a player or vice versa. Damage can be realised by: * Melee damage—The attacker is toe-to-toe to the defender. Most weapons are melee weapons. * Ranged damage—There is a distance between the attacker and the defender. Bows and Crossbows are often used for ranged damage. * Spell damage—The attacker uses spells (from a Skill Tree) against the defender. Spell damage is always successful. The success of melee and range damage depends from the Attack Rating. In all case of damage the hitpoints of the defender is decreased. If the defender has no resistances, the hitpoints of the defender is decreased with the same amount as the damage from the attacker is. If the resistance is greater than 0, the amount of taken damage is decreased. If it is less than 0, the amount of taken damage is increased. If the damage is higher than the defender's hitpoints left, the defender dies. Some damage can also be negated with items that provide a Damage reduction bonus such as "Damage Reduced By 7" in which case physical damage will be reduced by 7. There is a difference between Attacking and damaging. If you attack a monster, it is an attempt to do damage to it. It is not guaranteed that the attack is successful. In case of damage the attack was successful.
  • 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!
  • 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. * When a ship suffers damage or critical damage, its hull value is not reduced. * When a ship is destroyed, its Damage cards are discarded faceup to the discard pile. * Players can look at the Damage card discard pile at any time. * If the Damage deck is empty when a Damage card must be dealt or drawn, shuffle the discard pile to create a new Damage deck. * If both the Damage deck and discard pile are empty, players cannot draw Damage cards from the deck. If a Damage card must be dealt, the players should use a suitable counter (such as a coin or bead) in place of Damage cards until some Damage cards become available to create a deck at the end of the round. Treat all counters as facedown Damage cards. * If an effect instructs a player to deal a Damage card to a ship, this is different from the ship suffering damage. The card is dealt to the ship regardless of whether the ship has any shield tokens remaining. * If a ship would be dealt more Damage cards than are needed to destroy it, those cards are still dealt. A ship that is kept in the play area by the Simultaneous Attack Rule is affected by all of its faceup Damage cards regardless of whether they are excess. * If a Damage card is flipped faceup, it is not treated as being dealt. Flipping a Damage card faceup does not trigger abilities related to dealing a Damage card. * If the players have more than one Damage deck, they should not shuffle them together. Instead, each player uses his own Damage deck and discard pile and does not assign his own Damage cards to any enemy ships. * The Damage deck included in the X-Wing The Force Awakens Core Set replaces the Damage deck included in the original X-Wing Core Set. If players have both, they should use the new deck.
  • 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.
  • Damage refers to when weapons reduce a unit's (or shield's) hit points. If a unit's hit points are reduced below zero, the unit is destroyed. Similarly, when a shield's hit points are reduced below zero, the shield collapses and must recharge. A unit with zero health will not neccesarily die, but will continue to live until its health is brought down below zero, although it is very rare to see a unit with zero health. Different weapons have different ways to deal damage. Normal weapons only deal damage to a single target, whereas weapons with splash damage (e.g. artillery, nukes, and bombs) deal damage to multiple units at the same time within its area of effect. Other weapons, deal their damage over time, along with an area of effect. Any units that moves into the area while the damage is still being dealt will take damage until they either leave or the effect's time expires. Another type of damage, overcharge damage, does massive damage to normal units but next to no damage to command units. The damage created by the death nuke of an ACU is also unique in that it does varying damage to different units, dealing the most damage against units and the least against buildings.
  • 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。
  • Card hands were used to emoter fields, which in turn influenced the emotions felt by other players. Strength of will was required to resist malicious emotional manipulation and play the game successfully. For example a player might succumb to manipulation and fold a round despite having a strong hand. Each Player had a maximum of twelve Lives, living pan-humans, used as counters. A Life was killed if a Player did not drop out of a hand early and lost the hand. Players and nearby spectators could also be induced to suicide by the emoter fields. The game ended when only one Player had a Life left, although in practice games ended before that. Players could, if officials allowed, wager their own lives if they had expended all of their Lives.
  • 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 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. Magical Damage cannot be blocked, and the damage it inflicts is not reduced by the target's armor. The primary drawback to magic damage is that many creatures are immune to different types of magic damage, and therefore are not affected by it. Ghost, Pirate Ghost, Spectre, Phantasm and Dipthrah are the only creatures that are immune to physical damage. Kitty is the only creature that is immune to ALL types of damage, So you cant hit her with an sword or ANY kind of other attack.
  • Damage is a supervillain from Marvel comics and an opponent of the Punisher and Wolverine.
  • 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. To raise his defense, a character can equip its weapon with the compo item Silver Crystal against physical damage or with the Purple Crystal against magical damage. Furthermore, the defence aura of Priests can be used to reduce the damage. Another method to avoid damage is to block it by using Black Crystals, which have a fixed chance of blocking enemy attacks, dealing no damage to characters. This will show up as a pink "0" amongst damage taken. To increase the damage of characters, SP must be spent on the corresponding statistic that raises AT. (Main article: AT) In ver10.0, the ability to add LP gauges to enemies and the stickmen was added.
  • Damage is a track in Resident Evil: Afterlife (score), the soundtrack for the film of the same name.
  • 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 brand: 1.2 * Least popular: 0.5 * Unranked: 1.0 * SOS: SOS multiplier. Default (no SOS) is 1.0; maximum is 2.7. * EFF%: Efficiency multiplier. This can range from 0.2 to 4.0. * D: Difficulty multiplier: * Easy: 2.00 * Normal: 1.00 * Hard: 0.61 * Ultimate: 0.40 * DEF: DEF of the opponent. This is 0 for most noise, but some noise have a hidden DEF value. * RES%: Resistance value of the opponent. * For noise, this is the percentage value listed in the noise report. If RES% is listed as 200%, then substitute 3.00 instead. * For characters, this is 100% (1.0) for Neku and partners facing the enemy. It is 50% (0.5) for partners attacked from behind or Joshua while airborne. * P: Puck multiplier. If the attack is not amplified by the puck, this is 1.0. Default start value is 2.0; maximum is 5.0. * If attacking taboo noise without the puck, this is 0.25.
  • 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. The physical damage you do can be increased by wearing a ring of increase damage, and decreased by erosion of the weapon you are using. Damage from some spells and effects can be reduced or eliminated by having the appropriate resistance, magic cancellation, or magic resistance, or by having the half physical damage or half spell damage intrinsics. The damage that a weapon, attack, or other occurrence can do is often specified in D notation (e.g. striking with a weapon that does 3d6 damage will deal damage equal to the sum of 3 rolls of a 6-sided die on every successful attack).
  • 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 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. Damage is represented by a numerical percentage that starts at 0% and can rise all the way up to 999%. Despite this formatting, getting to 100% does not mean a character is doomed - the number itself is somewhat arbitrary. This value is always displayed as an integer, though is only actually measured as such in the original game. In every subsequent game, it is actually a decimal value that is merely rounded down when displayed. Each attack deals a set amount of damage, which is then modified by things such as stale-move negation before the target is launched. An attack that does no damage will not cause targets to flinch and not produce a regular hit sound, although it will still cause knockback. The damage an attack deals is a significant factor in how much knockback it causes.
  • 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. Brit ships blew up due to the extremely volatile nature of their cordite, which basically would explode (as in very rapid combustion releasing vast quantities of high-pressure gas in an extremely short time) even when not contained within the breech of a gun. In effect, the pile of cordite in the magazine was analogous to the filling of a shell, and the hull of the ship was analogous to the shell's body, becoming fragments when the filling exploded. The rapid build-up of gas pressure from the burning cordite ripped the ships to pieces. This was in sharp contrast to the German propellant, which burned slower and did not release such huge amounts of high-pressure gas in such a short time. Thus, while German propellant would burn spectacularly, it was incapable of creating the over-pressures necessary to rip a ship to pieces. Because all British ships carried the same cordite, all of them could potentially explode this way, even DDs. However, the only ships that suffered catastrophic explosions were those that were hit somewhere on or near their main turrets/barbettes. Thus, only Brit ships with main turrets are subject to the special "advanced critical hit" (ACH) that causes magazine explosions over and above the rare regular critical hit explosion that can happen to any ship on either side. That means ALL Brit BBs, BCs, and ACs, but nothing else, are subject to the ACH. For most of the ships that exploded, witnesses observed hits on or near the turrets. It seems reasonable to assume that these hits penetrated the armor of the turret, barbette, or associated magazine. Therefore, in the game, the to cause an ACH explosion, the shell must not only hit the turret (which includes the barbette and magazine) but also penetrate it. Only then does the 20% chance of explosion come into play.
  • 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: * The damage type, such as Fire or Blunt. The amount of damage done may vary due to resistances to that specific damage type. * For damage that does not ignore armor, the defender's armor and the attacker's level (for caster weapons and spells) or mastery (for martial weapons and pet damage). * Bonuses on both sides. An attacker may have bonuses that augment the damage (e.g. Vengeance) and the target may have bonuses that reduce the damage (e.g. Shielding Hands).
  • 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.
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