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=Miscellaneous Damage Modifiers=
=Miscellaneous Damage Modifiers=
==Chip Damage==
==Chip Damage==
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In the event that a special attack is evaded, you are unable to penetrate the target's armour or your ammunition hits 0; attacks will deal chip damage instead. Chip damage is dealt as a percentage of remaining HP calculated using the following formula:
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<math>\text{Chip %} = \text{HP}_\text{current} \times 0.06 + \text{HP}_\text{rand} \times 0.08 </math>
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* <math>\text{HP}_\text{current}</math> is the current HP of the target.
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* <math>\text{HP}_\text{rand}</math> is a random HP number between 0 and <math>\text{HP}_\text{current} - 1</math>
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This results in chip damage between '''6-14%'''.
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* If the target's HP is low, it is possible for the result of the formula to return a result of 0. Remember that all formulas are rounded down.
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** This means the target's HP cannot be reduced to 0 by chip damage.
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==Debuffs==
==Debuffs==
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Debuffs are a special case that only applies during events. Certain event maps have debuff mechanics that require you to meet certain conditions to trigger them. Debuffs can be either a reduction to the enemy's armour or a post-cap damage modifier for your fleet.
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'''Important Notes'''
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* Debuffs are affected by the remaining ammo modifier.
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=Armour=
=Armour=