Damage types (DXIW)

In Deus Ex: Invisible War, damage types are categories of damage that can be inflicted or received during gameplay.
==Overview==
The damage type system categorizes damage for purposes of determining whether a raw damage valued inflicted upon a target should be reduced on the basis of the target's vulnerability or minimum damage threshold against a specific damage type. 
* Vulnerability is a percentage modifier against incoming damage. For example, 75% vulnerability against a specific damage type (which can be equivalently expressed as 25% resistance against that damage type) means that a target takes only 75% of the incoming damage.
* The minimum damage threshold specifies the value at which the incoming damage must meet or else the incoming damage is entirely nullified. The minimum damage threshold can make a target immune to a specific damage type even if the target has a non-zero vulnerability.
Compared to the corresponding system in Deus Ex, one notable difference in Invisible War is that damage types are now relevant to minimum damage thresholds, which may vary for different damage types. Additionally, as compared to Deus Ex, the damage types and their associated game mechanics in invisible War are known only from Prima's Official Strategy Guide for the game, since decompiled game files are not available for Invisible War.
==List of damage types==
In the table below, "Full" indicates 100% vulnerability (i.e., 0% resistance). A dash symbol (—) indicates that the target type is immune or unaffected. A value in parentheses indicates the minimum damage threshold, if any. A range of values indicates that specific objects in the class of targets have vulnerabilities or minimum damage thresholds that varies over the stated range. 
Damage Type 	Examples of damage sources 	Vulnerability 	Vulnerability 	Vulnerability 	Vulnerability 	Vulnerability 	Vulnerability
Damage Type 	Examples of damage sources 	Humans (std.)* 	Power Armor 	Robots 	Trans-genics 	Camera 	Turret
Edged 	Knife, Energy Blade 	Full 	75% (1) 	50-75% (0-5) 	Full 	50% (5) 	50% (5)
Blunt 	Crowbar, Concussion Grenade, Karkian Bite, Rocket Launcher	Full (3) 	75% (5) 	50-75% (5) 	Full (2) 	50% (5) 	50% (5)
Bullet 	Pistol, Shotgun, SMG, Sniper Rifle 	Full 	50% (1) 	25-75% (0-1) 	Full 	50% 	25%
Electric 	Mag Rail 	Full 	Full 	50% 	Full 	— 	50%
EMP 	EMP grenade, Mag Rail (secondary fire) 	— 	75% 	Full 	10% 	Full 	Full
Poison 	Boltcaster, Greasel Toxic Spit 	Full 	— 	— 	Full 	— 	—
Radiation 	Gray Radiation Attack 	Full 	— 	— 	Full 	— 	—
Fire 	Flamethrower, Hellfire Boltcaster 	Full (1.5) 	— 	— 	Full 	— 	—
Collision 	(Physics-based damage only) 	Full (11) 	50% 	50% (11) 	50%—Full (11) 	Full (11) 	50% (11)
Non-lethal damage types 	Non-lethal damage types 	Non-lethal damage types 	Non-lethal damage types 	Non-lethal damage types 	Non-lethal damage types 	Non-lethal damage types 	Non-lethal damage types
Stun 	Stun Prod, Baton 	Full 	— 	— 	Full 	— 	—
Knockout Gas 	Gas Grenade 	Full 	— 	— 	Full 	— 	—
Non-damaging damage types	Non-damaging damage types 	Non-damaging damage types	Non-damaging damage types	Non-damaging damage types	Non-damaging damage types	Non-damaging damage types	Non-damaging damage types
Smoke 	Shotgun (secondary fire) 	Affected 	— 	— 	Varies 	— 	—
Flash 	Flashbomb Grenade, SMG (secondary fire) 	Affected 	— 	— 	✓ 	— 	—
Scramble 	Scrambler Grenade 	— 	— 	Affected 	— 	— 	—
*Human NPCs that have a vulnerability set different rom the standard set are the Illuminati Elite Trooper (10% vulnerability to EMP damage) and Omar NPCs (50% vulnerability to EMP, Radiation, and Stun). 
== Notes ==
* Stun and Knockout Gas are "non-lethal" in that they will cause an eligible target to fall unconscious instead of dying.
* Smoke and Flash are non-damaging, but will obscure the vision of affected targets for a period of time.
* Scramble causes enemy bots to attack their allies.
Category:Deus Ex: Invisible War gameplay