martixy 13 Posted May 4, 2022 (edited) I was trying to figure out why Bastila was dying so quickly to sand people even tho I gave her Brejik's armband and belt (supposedly effective vs melee attacks). The 2da reference thread had nothing useful, but it wasn't hard to figure out. Damage types: The game has 13 damage types and each weapon can have one or more of these types. baseitems.2da has a column called damageflags. It's a bitfield that says which type of damage a weapon deals by default. In order of least significant bit to most significant (right to left) it goes like this: 0 1 Bludgeoning 1 2 Piercing 2 4 Slashing 3 8 Universal 4 16 Acid 5 32 Cold 6 64 Light side 7 128 Electrical 8 256 Fire 9 512 Dark side 10 1024 Sonic 11 2048 Ion 12 4096 Energy The value itself is stored as a simple decimal integer (tho some other columns use hex - bioware just being inconsistent). The values in the second column are what you'd find in baseitems.damageflags - to have multiple damage types, add those numbers together and put the resulting sum in that column. These types are used anywhere where damage comes in play - for example in all item properties related to damage, including damage bonus, damage immunity, damage penalty, damage resistance and so forth. Weapons by damage type: Disclaimer: This is using the weapon rebalance mod which changes disruptors from 7 (Bludgeoning+Piercing+Slashing) to 8 (Universal damage). It's a change that makes sense. Highly recommended. Quarter_Staff Bludgeoning Stun_Baton Bludgeoning Long_Sword Slashing Vibro_Sword Slashing Short_Sword Piercing Vibro_Blade Piercing Double_Bladed_Sword Slashing Vibro_Double_Blade Slashing Lightsaber Energy Double_Bladed_Lightsaber Energy Short_Lightsaber Energy Blaster_Pistol Energy Heavy_Blaster Energy Hold_Out_Blaster Energy Ion_Blaster Ion Disrupter_Pistol Universal Sonic_Pistol Sonic Ion_Rifle Ion Bowcaster Energy Blaster_Carbine Energy Disrupter_Rifle Universal Sonic_Rifle Sonic Repeating_Blaster Energy Heavy_Repeating_Blaster Energy Blaster_Rifle Energy Ghaffi_Stick Piercing Wookie_Warblade Slashing Gammorean_Battleaxe Slashing Creature_Item_Slash Slashing Creature_Item_Pierce Piercing Creature_Weapon_Sl_Prc Piercing Or transposed: 0 Bludgeoning Quarter_Staff, Stun_Baton 1 Piercing Short_Sword, Vibro_Blade, Ghaffi_Stick, Creature_Item_Pierce, Creature_Weapon_Sl_Prc 2 Slashing Long_Sword, Vibro_Sword, Double_Bladed_Sword, Vibro_Double_Blade, Wookie_Warblade, Gammorean_Battleaxe, Creature_Item_Slash 3 Universal Disrupter_Pistol, Disrupter_Rifle 4 Acid 5 Cold 6 Light side 7 Electrical 8 Fire 9 Dark side 10 Sonic Sonic_Pistol, Sonic_Rifle 11 Ion Ion_Blaster, Ion_Rifle 12 Energy Lightsaber, Double_Bladed_Lightsaber, Short_Lightsaber, Blaster_Pistol, Heavy_Blaster, Hold_Out_Blaster, Bowcaster, Blaster_Carbine, Repeating_Blaster, Heavy_Repeating_Blaster, Blaster_Rifle (Who TF decided a tab size of 8 is a good idea? Also this forum needs a table feature.) So I have my answer now. Gaffi sticks are Piercing damage, and Brejik's stuff protects only v Bludgeoning/Slashing. I feel like this is false advertising. I've been bamboozled. Also, if you have Damage resistance Universal 5/-, it doesn't mean you resist 5 points of any kind of damage, it means you resist 5 points of the damage type "Universal", which is semantically just confusing as heck. Edited May 5, 2022 by martixy Oversight due to me using a mod 2 Quote Share this post Link to post Share on other sites
Salk 374 Posted May 5, 2022 (edited) Hello! Thanks for the report about damage types. A question: does protection against damage type Universal mean you are protected only against weapons that do Universal damage (disruptors)? EDIT: Taking a quick look at K1's baseitems.2da's damageflags column, I noticed that the Universal damage number there is 7, rather than 8, and that many items do not have a damage type at all. The only used values are 1, 2, 4, 7 (?), 1024, 2048, 4096. Edited May 5, 2022 by Salk 1 Quote Share this post Link to post Share on other sites
JCarter426 1,214 Posted May 5, 2022 It's a bitmask, so 7 is 1 + 2 + 4, i.e. bludgeoning, piercing, and slashing. My memory is hazy, but I remember universal damage being different in each game. In KOTOR 1, weapons that say they deal universal damage like disruptors actually deal physical damage, and this damage can be absorbed by items that provide damage resistance to bludgeoning, piercing, or slashing like Brejik's armband. Whereas in KOTOR 2, they deal acid damage. I don't recall whether the universal damage type is actually used. 1 Quote Share this post Link to post Share on other sites
martixy 13 Posted May 5, 2022 9 hours ago, Salk said: Hello! Thanks for the report about damage types. A question: does protection against damage type Universal mean you are protected only against weapons that do Universal damage (disruptors)? EDIT: Taking a quick look at K1's baseitems.2da's damageflags column, I noticed that the Universal damage number there is 7, rather than 8, and that many items do not have a damage type at all. The only used values are 1, 2, 4, 7 (?), 1024, 2048, 4096. Oh. Indeed. Oops. I guess I was looking at my override rather than the base game(K1). The weapon rebalance mod changes them. Like I already said: Quote baseitems.2da has a column called damageflags. It's a bitfield that says which type of damage a weapon deals by default. ...to have multiple damage types, add those numbers together and put the resulting sum in that column. Which means 7 is 1+2+4, so bludgeoning+piercing+slashing. 1 Quote Share this post Link to post Share on other sites
Salk 374 Posted May 5, 2022 Interesting, JC! 6 hours ago, JCarter426 said: In KOTOR 1, weapons that say they deal universal damage like disruptors actually deal physical damage, and this damage can be absorbed by items that provide damage resistance to bludgeoning, piercing, or slashing like Brejik's armband. Does this mean that a K1 item protecting against any of the physical damage types (bludgeoning, piercing, slashing) would protect against universal? Quote Share this post Link to post Share on other sites
martixy 13 Posted May 5, 2022 (edited) You misunderstand. No weapon in base K1 deals universal damage. But the normal non-modded disruptors make me think I should also test whether a multi-damage type is blocked by protecting against one of the types it deals, or all of them. Btw, if you wanna see more of this in action check out how broken vanilla K1 forceshields.2da is. (The windows calculator in programmer mode is helpful here.) Base shields protect vs "Light side" instead of electrical (somebody made a mistake by 1 position) and also vs Ion. The community patch fixes that particular oversight. It makes me wonder something. Disruptors do say: Quote Unlike typical blasters, disruptors ignore most types of personal energy shields. But not all. Given their previous damage type of essentially "melee" damage, one could argue Mandalorian shields are meant to block disruptors. Meaning that in a certain sense, the weapon rebalance mod makes them buggy. I however think that the current situation of slightly lower damage, but unblockable by shields gives them a decent niche to fill. Edited May 5, 2022 by martixy Extra info Quote Share this post Link to post Share on other sites
JCarter426 1,214 Posted May 6, 2022 Protection against any physical damage protects against all three, as far as I recall. It would be worth testing whether that has to do with how the damage bitmask works, or whether that is hard-coded for those types. If it were the former, that would seem backwards to me. It would mean the more types of damage a weapon deals, the weaker it is, essentially. 1 Quote Share this post Link to post Share on other sites