攻撃関係のより詳細な内部処理プロセス

攻撃には非常に多くのメカニズムが関連するため、特にゲームの後半で一度に多数のアクティブパーツが関与している場合において、ビルドの最適化のために、攻撃のすべての要素が実行される順序をはっきりと理解したくなるかもしれません。命中率に関しては上記で解説されていますが、攻撃がロボットに当たった結果の処理は、さらに多くのステップがあります。以下は、遠隔戦闘と近接戦闘の両方に適用されるプロセス全体を詳述した順序付けられたリストです。ほとんどの場合、ここまで細かく理解している必要はありません。1. Check if the attack is a non-damaging special case such as Datajacks, Stasis Beams, Tearclaws, etc., and handle that before quitting early.2. Calculate base damage, a random value selected from the weapon's damage range and multiplied by applicable modifiers for overloading, momentum, and melee sneak attacks, in that order. Melee Analysis Suites raise the minimum damage here.3. Apply robot analysis damage modifier, if applicable (+10%).4. Apply link_complan hack damage modifier, if applicable (+25%).5. Apply Particle Charger damage modifier, if applicable.6. Reduce damage by resistances.7. Apply salvage modifiers from the weapon and any Salvage Targeting Computers.8. Split damage into a random number of chunks, usually 1~3 for explosions, or if Core Analyzer applies split projectile damage into 2 chunks (the second of which will automatically hit the core below). The process from here is repeated for each chunk.9. Determine whether the chunk caused a critical hit.10. Store the current damage value as [originalDamage] for later.11. Apply the first and only first defense applicable from the following list: phase wall, 75% personal shield (VFP etc), Force Field, Shield Generator, stasis bubble, active Stasis Trap, Remote Shield, 50% remote shield (Energy Mantle etc.), Hardlight Generator.12. Apply Thermal Converter effect, if applicable.13. Store the current damage value as [damageForHeatTransfer] for later.14. Choose target part (or core) based on coverage, if not already forcing a core hit for this chunk.15. Cancel critical strike intent if that target has applicable part shielding, or if not applicable to target.16. If targeting core, apply damage and, if robot survives, check for core disruption if applicable.17. If targeting a power source with an EM weapon, check for a chain reaction due to spectrum.18. If not a core hit or chain reaction, apply damage to target part, reducing the amount in exchange for energy (if available) if part is Powered Armor, and if not destroyed also check for EM disruption if applicable.19. If part destroyed by damage (rather than a critical hit), record any excess damage as overflow.20. If part was not armor and the attack was via cannon, launcher, or melee, transfer remaining damage to another random target (forcing to a random armor if any exists). Continue transferring through additional parts if destroyed (and didn't hit armor).21. If part not destroyed, check whether heat transfer melts it instead.22. Apply damage type side effects:* Thermal weapons attempt to transfer ([damageForHeatTransfer] / [originalDamage])% of the maximum heat transfer rating, and also check for possible robot meltdown (the effect of which might be delayed until the robot's next turn).* Kinetic damage may cause knockback.* The amount of EM corruption is based on [originalDamage].* Impact damage may cause knockback, and applies corruption for each part destroyed.* Slashing damage severing chance is based on [originalDamage].