In Guns of Icarus Online, each weapon has up to two damage types. Depending on where the enemy ship is hit, the weapon damage will be modified. When a destroyed system is hit, the damage will instead be applied to the armor, and if the armor is destroyed, the hull.
|Damage Types||Balloon||Hull||Armor||Components (Guns, Engines)|
The Fire damage type is not to be mistaken for fire on components although, all weapons with fire damage types have a high chance to ignite fires (see Fire-Starting Weapons). The damage type itself is effective against Balloon and Hull and is commonly used as disable/harass damage paired with Flechette damage for even faster Balloon destruction. Fire stacks apply fire damage every second which scales in size as the fire level becomes larger.
The Dragon Tongue Light Flamethrower is the most prominent member of this damage type.
The Flechette damage type is highly effective against balloons but doesn't damage engines or guns at all. It is used as disable/harass damage to control vertical mobility and positioning and commonly paired with Fire damage.
The Shatter damage type is the first choice to destroy components like guns and engines. It is used as disable damage to gain control over engagements and is commonly paired with Flechette or Fire damage.
The Piercing damage type, is highly effective against ship's armors. It is commonly used for kill-combinations (paired with Explosive) for fast armor destruction followed by a fast kill (hull destruction).
The Explosive damage type is very effective against hull, with the hull being the permanent health of a ship - Explosive damage is the killing damage type. It is shared by all kill weapons and usually the damage type for both primary and AoE damage in those weapons. To be effective, Explosive damage requires to hit destroyed armor - that is why, it is commonly paired with Piercing damage weapons.
All weapons with Explosive damage have a chance of igniting components with 1 fire stack for each hit. The ignition chance is applied separately for both the primary and the secondary hit - which means it is possible to ignite 2 stacks of fire with one hit if the right conditions are met.
Explosive Ignition Chance Edit
For a list of all the ignition chances of all Explosive damage type weapons, see Kill Weapons.
The ignition chance is determined by the Explosive damage modifier for different components in relation to the Explosive damage dealt to that component:
For example if a gun hits the armor with 180 Explosive damage:
Therefore the gun has a 13.5% chance to apply 1 fire stack on that hit.
Additionally some weapons have manual ignite values and chances that override Explosive damage ignition if hold true. For example both of the Typhon Heavy Flak Cannons have a 20% chance to ignite 4 stacks on AoE hit. If that condition is not met there is a chance to apply 1 stack of fire on AoE hit instead.
The Impact damage type is effective against both hull and balloon. It is the damage type caused by collisions with both enemy ships and terrain. Impact damage is usually followed with discombobulation that causes ships to turn (Moonshine or Kerosene will effectively prevent this effect by increasing angular drag). Impact damage is the only damage a Pilot can reduce, using a helm tool (Impact Bumpers).