![]() There are many different types of psionic attacks, most of which can be used by the Psi Operative. Psionic damage is caused by psionic attacks. There is no way to prevent against getting hit by explosive damage. When aiming your grenades, you are given free choice on where your grenade lands. Grenades and Heavy Weapons are guaranteed to hit wherever they are aimed, and also have a tendency to destroy cover. Not many alien or ADVENT units use explosives but XCOM has plenty of explosives at their disposal. The way to decrease your chance of getting hit is the same through increasing defense.Įxplosive damage is caused either using grenades or heavy weapons. The chance for melee attacks to hit is also determined by the Aim stat, though most melee weapons give a small boost to the chance to hit on top of aim. While slightly rarer and riskier than ranged damage, melee damage is still fairly common and many units you face use it. Melee damage is dealt in close range by either a melee weapon or by a dedicated melee unit. Some enemies have innate defense, making them harder to hit even when they're out in the open. Way of doing this include staying in cover and using the specialist's aid protocol ability. You can decrease your chance to get hit by increasing your defense. For every point in the aim stat, your weapon has an additional 1% chance of hitting. Whether or not your gun deals damage is governed by the Aim stat. The most common type of damage, almost every unit in the game can deal ranged damage in some form or another. Ranged damage is caused by ranged weapons (think: guns). You can deal damage in four different ways: Ranged Damage, Melee Damage, Explosive Damage and Psionic Damage. You can deal damage in various different ways to deplete your target's hitpoints and eventually kill them. Early on, destroying cover with a grenade and following up with shots from other soldiers is a fairly reliable way to kill most enemies.ĭamage is the way that the power of most attacks is measured. Grenades and other explosives are usually capable of destroying cover, and also deal a chunk of guaranteed damage on top of that. Flanking also provides a 50% bonus to crit chance, similar to enemies with no cover. No cover is shown by an empty shield.įlanking can be used to remove a unit's cover bonus, and is performed by moving to the side or behind the cover in question. It's ill-advisable to leave soldiers out in the open when they are caught in a firefight, as one shot from any enemy is usually enough to kill them. They also are 50% more likely to be hit by a critical hit, which can be brutal for XCOM early game. When a soldier or enemy is standing out in the open, they do not receive any defensive benefits. Shown by a full shield icon, it provides an substantial 40 defence to the soldier using it, which is usually enough to dodge several enemy shots. As a result, it is highly recommended you stick to full cover to maximise your soldiers chances at finishing a mission un-wounded.įull cover, while not as easy to find as half cover, dramatically increases the defence of the soldier behind it. This is of some benefit, but when enemies have a base aim of 65% at the very least, that's still a 45% risk of your soldier taking a shot (and thus an extended trip to the med-bay). Half cover, shown by a half-shield icon (hence the name) is the most common type of cover, providing an additional 20 defence to the soldier using it. There are two different types of cover: half cover and full cover, and cover's defensive bonuses can be mitigated by flanking. Whether your soldier is in cover or not is shown by the shield icon to the right of the health bar. Units can have innate defence, but it is most often given by cover.Ĭover is the most common way to protect your soldiers from enemy fire. The specific percentages behind these can be seen as a list beneath the hit percentage itself. (Soldier Aim + Hit Bonuses) – (Enemy Defence Modifiers) Hit probability is, at its most basic, calculated by: ![]()
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