Ok, I take it back, that fire make small amount of damage…
I can’t figure out how it works. But I suppose there is initial explosion damage (2 points or something like that) and then effect is applied to some specific number of body parts (maybe all, maybe less) and there is set random number of turns it will do damage. Am I right? It is affecting body parts and starting to do random damage (up to 6) to them instead of main HP pool - this is why I though it makes small damage. When damage exceed body part HP then it makes damage to main HP pool. If many body part will be disabled at once it take only the highest number of exceeding damage. Overall It will take out enemy by disabling it’s body parts and bleed effect.
Or this is incorrect observation? I’m really tired after work and nurturing small kid, so I may be wrong. But a moment ago I hit Crabman with full HP and in hist turn he lost some body parts and started to bleed, main HP was partly damaged but not so much as body parts, but in next turn he was gone.
PS. I love to pause my gameplay with free aim pointed out on fire in Phoenix Point. It makes so cosy atmosphere in my room when those flames rage on the screen.
OK. So from my observation this mechanic looks like that when using incendiary grenade:
- Initial explosion in our turn with damage = 2 (omits armor, and may be random, but I always got 2 damage) to all body parts in range
- also in our turn application of ‘burning’ state to all body parts and setting random value of it in range from 4 to 6 (may be less even like just value of 2 and I have got it earlier before creating initial post in this thread, that is why I was frustrated by power of it - I will need to test it again)
- in first enemy turn that value is applied to all body parts as damage ignoring armor and state is changed to half of initial value
- still in first enemy turn if any damage exceed body part HP then maximum value of that exceeding damage is applied to main HP pool
- in second enemy turn that half damage is applied to all body parts ignoring armor and similarily damage is applied to main HP pool
I still may be wrong and armor may take part in the calculation, or some number may be more random than i think. But my 3 tests I think worked like I have described above.
So if the randomly generated value will be 6 then we will apply like 11 damage to all body parts in just 2 turns. That is huge amount for one grenade.
But if value will be 4 they damage will be like 8 for 2 turns.
And if value can be 2 then it will be only 5 damage in 2 turns, which won’t even take many body parts (only crabmen arms and head and whole mind fraggers are endangered in this case).