Difference between revisions of "Damage Types"

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Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]].
 
Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]].
 
{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
! Name !! Label !! Armor Category !! overkillPctToDestroyPart<ref>See description in [[#Scratch|Scratch]]</ref> !! [[Death]] Message<ref>{0} represents a pawn's name.</ref> !! General Injury !! Skin Injury !! Solid Injury !! Harms Outer Layers<ref>Surgery doesn't hurt your outside bits, but getting shot and stuff will.</ref> !! Affects [[shield belt|shields]] !! Stun duration
+
! Name !! Label !! Category !! Armor Category !! Overkill Percent To Destroy Part<ref>See [[#Overkill prevention|Overkill prevention]]</ref> !! [[Death]] Message<ref>{0} represents a pawn's name.</ref> !! Hediffs (General / Skin / Solid / Additional) !! Harms Outer Layers<ref>Surgery doesn't hurt your outside bits, but getting shot and stuff will.</ref> !! Affects [[shield belt|shields]] !! Stun duration !! Source
|-id="Cut"
+
|- id="Cut"
! Cut  
+
! Cut
| cut || | Sharp || 0% - 10% || {0} has been cut to death. || | Cut || | Cut || | Crack || | true || | false || | -
+
| cut || Melee Weapon || Sharp || 0% - 10% || {0} has been cut to death. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Crush"
+
|- id="Crush"
! Crush  
+
! Crush
| crush || | Blunt || 40% - 100% || {0} has been crushed to death. || | Crush || | Cut || | Crack || | true || | true || | -
+
| crush || Melee Weapon || Blunt || 40% - 100% || {0} has been crushed to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Cut|Cut]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}
|-id="Table Blunt"
+
|- id="Table Blunt"
 
! Blunt
 
! Blunt
| blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | -
+
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Poke"
+
|- id="Poke"
 
! Poke
 
! Poke
| blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | -
+
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Table Demolish"
+
|- id="Table Demolish"
 
! Demolish
 
! Demolish
| blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | -
+
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Stab"
+
|- id="Stab"
 
! Stab
 
! Stab
| stab || | Sharp || 40% - 100% || {0} has been stabbed to death. || | Stab || | Stab || | Crack || | true || | false || | -
+
| stab || Melee Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="RangedStab"
+
|- id="Table RangedStab"
 
! RangedStab
 
! RangedStab
| stab || | Sharp || 40% - 100% || {0} has been stabbed to death. || | Stab || | Stab || | Crack || | true || | false || | -
+
| stab || Ranged Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Bullet"
+
|- id="Bullet"
 
! Bullet
 
! Bullet
| bullet || | Sharp || 0% - 70% || {0} has been shot to death. || | Gunshot || | Gunshot || | Gunshot || | true || | true || | -
+
| bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}
|-id="Arrow"
+
|- id="Arrow"
 
! Arrow
 
! Arrow
| arrow || | Sharp || 0% - 70% || {0} has been shot to death. || | Cut || | Cut || | Crack || | true || | true || | -
+
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}
|-id="ArrowHighVelocity"
+
|- id="ArrowHighVelocity"
 
! ArrowHighVelocity
 
! ArrowHighVelocity
| arrow || | Sharp || 0% - 70% || {0} has been shot to death. || | Cut || | Cut || | Crack || | true || | true || | -
+
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Stab|Stab]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}
|-id="Table Scratch"
+
|- id="Table Scratch"
 
! Scratch
 
! Scratch
| scratch || | Sharp || 0% - 70% || {0} has been torn to death. || | Scratch || | Scratch || | Crack || | true || | false || | -
+
| scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Table Toxic scratch"
+
|- id="Table Toxic scratch"
 
! ScratchToxic
 
! ScratchToxic
| toxic scratch || | Sharp || 0% - 70% || {0} has been torn to death. || | Scratch || | Scratch || | Crack || | true || | false || | -
+
| toxic scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Bite"
+
|- id="Bite"
 
! Bite
 
! Bite
| bite || | Sharp || 0% - 10% || {0} has been bitten to death. || | Bite || | Bite || |  Crack || | true || | false || | -
+
| bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Table Toxic bite"
+
|- id="Table Toxic bite"
 
! BiteToxic
 
! BiteToxic
| toxic bite || | Sharp || 0% - 10% || {0} has been bitten to death. || | Bite || | Bite || |  Crack || | true || | false || | -
+
| toxic bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Table Bomb"
+
|- id="Table Bomb"
 
! Bomb  
 
! Bomb  
|bomb || | Sharp ||? || | {0} has died in an explosion. || | Shredded || | Shredded || | Crack || | true || | true || | -
+
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}
|-id="BombSuper"
+
|- id="BombSuper"
 
! BombSuper  
 
! BombSuper  
|bomb || | Sharp ||? || | {0} has died in an explosion. || | Shredded || | Shredded || | Crack || | true || | true || | -
+
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}
|-id="Table Flame"
+
|- id="Table Flame"
 
! Flame
 
! Flame
| flame || | Heat || ? ||| {0} has burned to death. || | Burn || | Burn || | Burn || | false<ref>Fire currently doesn't burn your organs out or anything - ironically good for preserving them.</ref> || | false || | -
+
| flame || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}<ref name = burn>Fire currently doesn't burn your organs out or anything - ironically good for preserving them.</ref> || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Table Burn"
+
|- id="Table Burn"
 
! Burn
 
! Burn
| burn || | Heat || ? ||| {0} has burned to death. || | Burn || | Burn || | Burn || | false<ref>Fire currently doesn't burn your organs out or anything - ironically good for preserving them.</ref> || | false || | -
+
| burn || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}<ref name = burn /> || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Table Thump"
+
|- id="Table Thump"
 
! Thump
 
! Thump
|thump || | Sharp ||? || | {0} has ?? || | Crush || | Crush || | Crack || | ?? || | ?? || | -
+
| thump || Misc || Sharp || ? || {0} has been shot to death. || [[Hediffs#Crush|Crush]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}
|-id="Frostbite"
+
|- id="Table Tornado"
 +
! TornadoScratch
 +
| scratch || Environmental || Sharp || 0% - 70% || {0} has been killed by a tornado. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
 +
|- id="Frostbite"
 
! Frostbite
 
! Frostbite
| frostbite || | - || ? ||| {0} has succumbed to frostbite. || | Frostbite || | Frostbite || | Frostbite || | true || | false || | -
+
| frostbite || Environmental || - || ? || {0} has succumbed to frostbite. || [[Hediffs#Frostbite|Frostbite]] / - / - / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Surgical cut"
+
|- id="Surgical cut"
 
! Surgical cut
 
! Surgical cut
| surgical cut || | - || ? || | {0} has died during surgery. || | - || | - || | - || | false<ref>Able to remove organs without harming outer body parts.</ref> || | false || | -
+
| surgical cut || Medical || - || ? || {0} has died during surgery. || - / - / - / - || {{Bad|false}}<ref>Able to remove organs without harming outer body parts.</ref> || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Execution cut"
+
|- id="Execution cut"
 
! Execution cut
 
! Execution cut
| execution cut || | - || - ||| {0} has been executed by cutting. || | Cut || | Cut || | Cut || | false || | false || | -
+
| execution cut || Medical || - || - || {0} has been executed by cutting. || [[Hediffs#Cut|Cut]] / - / - / - || {{Bad|false}} || {{Bad|false}} || - || {{RimworldIcon}}
|-id="Table EMP"
+
|- id="Table EMP"
 
! EMP <ref name="stun">Does not deal physical damage so does not show up on body parts. </ref>
 
! EMP <ref name="stun">Does not deal physical damage so does not show up on body parts. </ref>
| - || | - || - || | {0} has been EMPed to death. || | - || | - || | - || | true || | true || | 0.25 s <ref name = duration>Per point of damage.</ref> <ref> Only applies to mechanoids or turrets. </ref>
+
| - || Stun || - || - || {0} has been EMPed to death. || - / - / - / - || {{Good|true}} || {{Good|true}} || 0.25 s <ref name = duration>Per point of damage.</ref> <ref> Only applies to mechanoids or turrets. </ref> || {{RimworldIcon}}
|-id="Stun"
+
|- id="Stun"
 
! Stun <ref name="stun"/>
 
! Stun <ref name="stun"/>
| - || | - || - ||| {0} has been stunned to death. || | - || | - || | - || | false || | true || | 0.33 s <ref name = duration></ref>
+
| - || Stun || - || - || {0} has been stunned to death. || - / - / - / - || {{Bad|false}} || {{Good|true}} || 0.33 s <ref name = duration></ref> || {{RimworldIcon}}
 
|-
 
|-
|-id="Smoke"
+
|- id="Smoke"
 
! Smoke <ref name="stun"/>
 
! Smoke <ref name="stun"/>
| - || | - || - ||| ? || | - || | - || | - || | ? || | ? || | ?
+
| smoke || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}
 +
|-
 +
|- id="Deterioration"
 +
! [[Deterioration]]
 +
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}
 +
|-
 +
|- id="Rotting"
 +
! Rotting
 +
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}
 +
|-
 +
|- id="Mining"
 +
! [[Mining]]
 +
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}
 +
|-
 +
|- id="Extinguish"
 +
! Extinguish <ref name="stun"/>
 +
| - || Misc || - || - || - || [[Hediffs#Covered in firefoam|Covered in firefoam]] / - / - / - || - || ? || - || {{RimworldIcon}}
 +
|-
 +
|- id="AcidBurn"
 +
! AcidBurn
 +
| acid burn || Misc || Sharp || - || {0} has burned to death. || [[Hediffs#Acid burn|Acid burn]] / - / - / - || - || ? || - || {{RimworldIcon}}
 +
|-
 +
|- id="DecayedOrgan"
 +
! Decayed
 +
| decayed organ || Misc || - || - || {0} died from metabolic disruptions caused by organ decay. || - / - / - / - || - || ? || - || {{RimworldIcon}}
 +
|-
 +
|- id="Vaporize"
 +
! Vaporize
 +
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{RimworldIcon}}
 +
|-
 +
|- id="MechBandShockwave"
 +
! MechBandShockwave
 +
| mech-band shockwave || Stun || - || - || {0} has been shocked to death. || - / - / - / - || - || ? || {{Ticks|1200}} || {{BiotechIcon}}
 +
|-
 +
|- id="ToxGas"
 +
! ToxGas
 +
| tox gas || Misc || - || - || - || - / - / - / - || - || ? || - || {{BiotechIcon}}
 +
|-
 +
|- id="Beam"
 +
! Beam
 +
| beam || Misc || Heat || 0% - 70% || {0} has been beamed to death. || - / - / - / - || {{Good|true}} || ? || - || {{BiotechIcon}}
 +
|-
 +
|- id="BulletToxic"
 +
! BulletToxic
 +
| toxic bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || ? || - || {{BiotechIcon}}
 +
|-
 +
|- id="ElectricalBurn"
 +
! ElectricalBurn
 +
| electrical burn || Environmental || Heat || - || {0} has died from electrical burns. || [[Hediffs#Electrical burn|Electrical burn]] / - / - / - || - || ? || - || {{AnomalyIcon}}
 +
|-
 +
|- id="Digested"
 +
! Digested
 +
| digestion || Misc || - || - || {0} died from being digested. || - / - / - / - || - || ? || - || {{AnomalyIcon}}
 +
|-
 +
|- id="EnergyBolt"
 +
! EnergyBolt
 +
| energy bolt || Misc || Sharp || 0% - 70% || {0} has been killed by an energy bolt. || [[Hediffs#Energy bolt|Energy bolt]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}
 +
|-
 +
|- id="Nerve"
 +
! Nerve
 +
| nerve || Misc || Sharp || 0% - 70% || {0} has been killed by nerve shock. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || ? || - || {{AnomalyIcon}}
 +
|-
 +
|- id="NerveStun"
 +
! NerveStun
 +
| nerve stun || Misc || - || - || - || - / - / - / - || - || ? || {{Ticks|240}} || {{AnomalyIcon}}
 +
|-
 +
|- id="Psychic"
 +
! Psychic
 +
| psychic || Misc || - || - || {0} has been killed by a psychic attack. || [[Hediffs#Psychic burn|Psychic burn]] / [[Hediffs#Psychic skin burn|Psychic burn (skin)]] / [[Hediffs#Psychic solid burn|Psychic burn (solid)]] / - || - || ? || - || {{AnomalyIcon}}
 +
|-
 +
|- id="DeadlifeDust"
 +
! DeadlifeDust
 +
| deadlife dust || Misc || - || - || - || - / - / - / - || - || ? || - || {{AnomalyIcon}}
 +
|-
 +
|- id="NociosphereVaporize"
 +
! NociosphereVaporize
 +
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}
 +
<!--
 +
|-
 +
|- id=""
 +
!
 +
| - || - || - || - || - || - / - / - / - || - || - || - || -
 +
-->
 
|}
 
|}
 
<references/>
 
<references/>
 
<noinclude>
 
<noinclude>
==Blunt==
+
== General mechanics ==
 +
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of .8-1.15 before application.
 +
 
 +
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes.
 +
 
 +
=== Overkill prevention ===
 +
Overkill prevention is mechanic by which the destruction of body parts that would reduced to 0 {{HP}} or below, is occasionally prevented.
 +
 
 +
Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question to 0 or below, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP and any remaining damage is lost. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the "Overkill Percentage". For example, a body part is totally health and has a maximum {{HP}} of 10. It is dealt 15 damage by a single attack, which would reduce it to -5. That results in an Overkill Percentage of 50%.
 +
 
 +
This overkill percentage is then compared to the "overkillPctToDestroyPart" range unique to the damage type. For example, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range. This then provides the final chance for this attack to destroy the body part.
 +
 
 +
{| class="wikitable"
 +
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER)
 +
|}
 +
 
 +
This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.
 +
 
 +
The end result is that weapons that deal high single attack damage are more likely to result in body part destruction than lower damage attacks of their damage type, and that the chance of a body part getting destroyed by a single attack goes up as its HP goes down. It also makes the overkillPctToDestroyPart of each damage type an important factor in the combat performance of weapons that use it.
 +
 
 +
== Damage types ==
 +
 
 +
=== Blunt ===
 
If a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], damage can propagate to the parent part of the destroyed part, if and only if that parent part is considered an outside part. How the damage is divided between the two attacks is currently unclear. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted.
 
If a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], damage can propagate to the parent part of the destroyed part, if and only if that parent part is considered an outside part. How the damage is divided between the two attacks is currently unclear. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted.
  
Line 97: Line 204:
  
 
{| class="wikitable"
 
{| class="wikitable"
|-
 
 
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP
 
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP
 
|-
 
|-
| {{GraphChart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}
+
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}
| {{GraphChart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}
+
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}
 
|}
 
|}
  
==Bomb==
+
=== Bomb ===
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with 0.1 AP multiplier, and a default stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage.
+
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For ''each'' internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).
  
==Burn==
+
=== Bullet ===
 +
Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).
 +
 
 +
=== Burn ===
 
Identical to [[#Flame|Flame]] except that it cannot ignite targets.
 
Identical to [[#Flame|Flame]] except that it cannot ignite targets.
  
==Demolish==
+
=== Cut ===
 +
Each hit rolls 0-100 for how many parts the strike damages. Result 0 - 59 is 1 target.. 60-89 is 2.. 90-99 is 3.. exactly 100 is 4 parts hit. If it's more than 1 target, multiply the damage of the hit by 1.4. Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones).
 +
 
 +
=== Demolish ===
 
Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.
 
Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.
  
==EMP==
+
=== EMP ===
 
{{Image wanted|reason=Stun mote and electrical sparking effect}}
 
{{Image wanted|reason=Stun mote and electrical sparking effect}}
EMP damage is a fairly unique form of damage that does no direct harm to living pawns, but temporarily stuns mechanical pawns and some objects.
+
{{Stub|section=1|reason=Mech boss [[EMP resistance]]}}
 +
EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects.
  
 
The weapons that deal EMP damage include:
 
The weapons that deal EMP damage include:
Line 126: Line 239:
 
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.
 
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.
  
When inflicted, EMP damage will stun [[mechanoid]]s and [[turrets]], including [[mortar]]s and both human and mechanoid turrets. Stunned things will display a visual effect with electrical arcs and sparks. Stun duration is directly proportional to the EMP damage inflicted on the target at a ratio of {{ticks|30}} of stun per damage. Most sources do 50 EMP Damage. Zeushammers do 9 EMP damage, and EMP launchers have a base damage of 50 but varying by [[quality]].
+
EMP mainly serves to stun [[mechanoid]]s, [[turret]]s, and [[mortar]]s. Every stun "damage" inflicts {{Ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun.
  
After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for {{ticks|2200}}. Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid. This time begins ticking down when the stun is applied, and thus the post-stun Adapted duration is {{ticks|{{#expr: 2200-(30*50)}}}} for most sources. Turrets do not become adapted.
+
After being stunned, mechanoids become 'Adapted', gaining immunity from further stuns for {{Ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{Ticks|2200-(30*50)}} for most items. Some mechanoids in the [[Biotech DLC]] {{BiotechIcon}} have EMP resistance, so are stunned for less time.
  
 
{| class="wikitable"
 
{| class="wikitable"
|-
 
 
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime
 
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime
 
|-
 
|-
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{ticks|{{#expr: 30*9 }} }}  || {{ticks|{{#expr: 2200-(30*9)}}}}    || {{#expr: 100* (30*9) / ((30*9)+(2200-(30*9))) round 2}}%
+
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{Ticks|30*9}}   || {{Ticks|2200-(30*9)}}    || {{%|(30*9) / ((30*9)+(2200-(30*9))) round 2}}
 
|-
 
|-
| 45  || Awful [[quality]] [[EMP launcher]]      || {{ticks|{{#expr: 30*45 }} }}  || {{ticks|{{#expr: 2200-(30*45)}}}}    || {{#expr: 100* (30*45) / ((30*45)+(2200-(30*45))) round 2}}%
+
| 45  || Awful [[quality]] [[EMP launcher]]      || {{Ticks|30*45}}   || {{Ticks|2200-(30*45)}}    || {{%|(30*45) / ((30*45)+(2200-(30*45))) round 2}}
 
|-
 
|-
| 50  || ''All other sources''                  || {{ticks|{{#expr: 30*50 }} }}  || {{ticks|{{#expr: 2200-(30*50)}}}}    || {{#expr: 100* (30*50) / ((30*50)+(2200-(30*50))) round 2}}%
+
| 50  || ''All other sources''                  || {{Ticks|30*50}}   || {{Ticks|2200-(30*50)}}    || {{%|(30*50) / ((30*50)+(2200-(30*50))) round 2}}
 
|-
 
|-
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{ticks|{{#expr: 30*62.5 }} }} || {{ticks|{{#expr: 2200-(30*62.5)}}}} || {{#expr: 100* (30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}%
+
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{Ticks|30*62.5}} || {{Ticks|2200-(30*62.5)}} || {{%|(30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}
|-
 
| 75  || Legendary [[quality]] [[EMP launcher]]  || {{ticks|{{#expr: 30*75 }} }}  || {{ticks|0}} <!--{{ticks|{{#expr: 2200-(30*75)}}}} is less than 0 --> || 100%
 
 
|-
 
|-
 +
| 75  || Legendary [[quality]] [[EMP launcher]]  || {{Ticks|30*75}}  || {{Ticks|0}} <!--{{Ticks|2200-(30*75)}} is less than 0 --> || 100%
 
|}
 
|}
  
EMP damage instantly breaks [[shield belt]]s, which will then recharge using their regular mechanics just as if the shield was depleted by regular damage.
+
Any amount of EMP damage will also:
 +
* Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}})
 +
* Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}})
 +
* Break [[shield belt]]s, which will recharge as if they reached 0 HP normally.
 +
* Disable [[low-shield pack]]s {{RoyaltyIcon}} for {{Ticks|600}}; the burnout timer continues to run while stunned.
 +
* Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{Ticks|1200}}. For mech high-shields, an [[EMP shell]] must impact the actual shield; the blast will not disable it.
 +
* If an EMP attack does more EMP damage to a mortar than the remaining HP it has, the mortar will explode.
  
Static shields will be temporarily disabled when either the shield stops an EMP projectile or when EMP damage from any source is dealt to the emitter itself. Projectiles that the shield type does not stop will not have any effect when crossing the shield - the projectile must be intercepted by the shield to disable it. The projectile will be destroyed in the process and will not be have any AoE effects even if it normally would. The burnout low-shield created by using a [[Low-shield pack]] {{RoyaltyIcon}} stops ground level projectiles and will be disabled for {{ticks|600}}, during which time the burnout timer will still count down. The [[mech low-shield]]s, which stop ground level projectiles, and [[mech high-shield]]s, which stop high level projectiles, present in [[Mechanoid cluster]] {{RoyaltyIcon}} will be disabled for {{ticks|1080}} when hit with an EMP, including when a high-shield intercepts an [[EMP shell]] from a [[mortar]]. Note that an EMP's area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself. EMPs have no effect on the [[Skipshield]] psycast.
+
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.
  
EMP damage inflicts [[brain shock]] on pawns with the following implants, knocking them unconscious:
+
=== RangedStab ===
* [[Learning assistant]] {{RoyaltyIcon}}
+
{{Stub|section=1|reason=General}}
* [[Neurocalculator]] {{RoyaltyIcon}}
+
RangedStab is unlike other damage types in that it can directly apply its damage to an internal body part without damaging the exterior parent. That is, it can deal full damage to a liver but somehow not damage the torso on the way in. In comparison, melee stabs will split damage between internal and parent, while ranged attacks like bullets and arrows will duplicate the damage in its entirety for each part.
* [[Circadian assistant]] {{RoyaltyIcon}}
 
* [[Circadian half-cycler]] {{RoyaltyIcon}}
 
  
EMP damage inflicts vomiting on pawns with the following implants:
+
The exception to this is when RangedStab damage is mitigated by armor, at which point it will deal damage to both internal child and external parent, splitting it 50/50. This disparity in damage modes is likely a bug, and it is probably intended that damage is dealt to the parent regardless.
* [[Detoxifier stomach]] {{RoyaltyIcon}}
 
* [[Nuclear stomach]] {{RoyaltyIcon}}
 
* [[Reprocessor stomach]] {{RoyaltyIcon}}
 
  
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.
+
=== Flame ===
 
+
{{Stub|section=1|reason=scaleDamageToBuildingsBasedOnFlammability - '''verify''' mechanic in-game and add}}
If an EMP attack does more EMP damage to a mortar than the it has remaining HP, the mortar will explode.
 
 
 
== Flame ==
 
 
Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn.  
 
Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn.  
  
 
This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph:
 
This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph:
 +
 
{| class="wikitable"
 
{| class="wikitable"
|-
 
 
! Ignition Chance per Target Flammability
 
! Ignition Chance per Target Flammability
 
|-
 
|-
| {{GraphChart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}
+
| {{Graph:Chart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}
 
|}
 
|}
  
For example, a normal human with a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] has a flammability of 2% and so has a 1.4% to ignite if any flame damage is taken.  
+
For example, a normal human has a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] {{RoyaltyIcon}} has a flammability of 2% and so has a 1.4% chance to ignite if any flame damage is taken.  
  
If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the diffculty of putting it out and the chance to spread.
+
{| class="wikitable"
 +
|-
 +
! Factors !! Flammability !! Ignition Chance upon<br>Flame Damage Taken
 +
|-
 +
! ''Default Human''
 +
| 70% || 100% (1 in 1)
 +
|-
 +
! [[Genes#Fire resistant|Fire resistant]] {{BiotechIcon}}
 +
| 10% || 7% (1 in 14.3)
 +
|-
 +
! [[Phoenix armor]] {{RoyaltyIcon}}
 +
| 2% || 1.4% (1 in 71.4)
 +
|-
 +
! [[Phoenix armor]] {{RoyaltyIcon}} +<br>[[Genes#Fire resistant|Fire resistant]] {{BiotechIcon}}
 +
| 0.2% || 0.14% (1 in 714.3)
 +
|-
 +
! ''Default Mechanoid''
 +
| 0% || 0% (Never)
 +
|}
 +
 
 +
If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the difficulty of putting it out and the chance to spread.
  
 
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect.
 
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect.
  
== Scratch ==
+
=== Scratch ===
 
Scratch damage does damage differently depending on what part is initially targeted.
 
Scratch damage does damage differently depending on what part is initially targeted.
  
 
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.
 
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.
  
If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random, and then 67% of the original post-armor damage is dealt to both parts. This damage may be limited by overkill prevention however.  
+
If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random,{{Check Tag|Verify|Is it two parts are picked at random, or the chosen part and 1 random part}} and then 67% of the original post-armor damage is dealt to both parts. Note that is can result in {{DPS}} 33% higher than the weapon's nominal value, though damage may be also limited by [[#Overkill prevention|overkill prevention]].
 +
 
 +
In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.
  
Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the "Overkill Percentage". This overkill percentage is then compared to the "overkillPctToDestroyPart" range unique to the damage type. In this instance, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range.  
+
For example, a [[power claw]] deals {{Q|Power claw|Attack 1 Damage}} scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} damage to the nose and {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} to the eye.
  
{| class="wikitable"
+
=== Toxic bite ===
|-
+
Identical to [[#Bite|Bite]], but also inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Bite damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER)
 
|}
 
  
This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.
+
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.{{Check Tag|Wildmen?|Wildman pawn with the venom fangs implant hunting prey - do they apply it?}}
  
==Toxic bite==
+
=== Toxic bullet ===
Identical to [[#Bite|Bite]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Bite damage inflicted, multiplied by the [[Toxic Sensitivity]] of the target.
+
Identical to [[#Bullet|Bullet]], but also inflicts a 0.65% severity increase of [[toxic buildup]] for each point of Bullet damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.
  
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.
+
The tag is set such that animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type, however it is unclear if this is functional or merely a hold over from copying the standard set by [[#Toxic bite|toxic bite]] as that condition cannot occur in vanilla. It is also unclear whether it would apply to colonists hunting with such weapons.{{Check Tag|Verify|Have pawn hunt with dev mod spawned in toxic needle gun}}
  
==Toxic scratch==
+
=== Toxic scratch ===
Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic Sensitivity]] of the target.
+
Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.
  
 
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.
 
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.
  
==Thump==
+
=== Thump ===
 
Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.
 
Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.
  
==Version history==
+
=== Vaporize ===
 +
Vaporize damage is done by the [[hellsphere cannon]] of [[Diabolus]]{{BiotechIcon}} and the fleshmelter bolt of [[Nociosphere]]{{AnomalyIcon}}. The default damage is 800, with a default {{AP}} of 100% and stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and  passable buildings such as armchairs, and 0.1x damage to corpses.
 +
 
 +
It is resisted by heat armor and heats up the area in which it is fired.{{Check Tag|Detail needed}}
 +
 
 +
=== Decayed Organ ===
 +
A result of [[Organ decay]], which can apply to the [[Heart]], [[Lung]]s, and [[Kidney]]s.
 +
 
 +
=== Acid Burn ===
 +
Can be received via the various acid spits: [[Fleshmass spitter]] acid, [[Corrosive heart]] acid, and [[Genes#Special Abilities|Acid spray]] acid. [[Devourer]]s also inflict this damage to the swallowed pawn.
 +
 
 +
=== Psychic ===
 +
An awoken [[unnatural corpse]] will psychically incinerate the target's brain.
 +
 
 +
=== Nerve ===
 +
Damage dealt from the [[Nerve spiker]].
 +
 
 +
==== Nerve Stun ====
 +
The stun ability of the nerve spiker.
 +
 
 +
=== Mech-band Shockwave ===
 +
From the Apocrition shockwave upon its death{{Check Tag|Verify}}.
 +
 
 +
=== Energy Bolt ===
 +
One of the projectiles fired by the [[Nociosphere]].
 +
 
 +
=== Digestion ===
 +
Inflicted to corpses by the [[Harbinger tree]], and to pawns swallowed by a Devourer{{Check Tag|Verify}}.
 +
 
 +
=== Electrical Burn ===
 +
Electrical burns are periodically received by [[entities]] connected to an [[Electroharvester]].
 +
 
 +
== Version history ==
 
* Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above.
 
* Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above.
 
* [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.
 
* [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.

Latest revision as of 06:13, 13 November 2024

Damage is split into many different types, with different descriptors and death messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with health difficulties.

Name Label Category Armor Category Overkill Percent To Destroy Part[1] Death Message[2] Hediffs (General / Skin / Solid / Additional) Harms Outer Layers[3] Affects shields Stun duration Source
Cut cut Melee Weapon Sharp 0% - 10% {0} has been cut to death. Cut / - / Crack / - true false - Content from Rimworld core game only
Crush crush Melee Weapon Blunt 40% - 100% {0} has been crushed to death. Crush / Cut / Crack / - true true - Content from Rimworld core game only
Blunt blunt Melee Weapon Blunt 40% - 100% {0} has been beaten to death. Crush / Bruise / Crack / - true false - Content from Rimworld core game only
Poke blunt Melee Weapon Blunt 40% - 100% {0} has been beaten to death. Crush / Bruise / Crack / - true false - Content from Rimworld core game only
Demolish blunt Melee Weapon Blunt 40% - 100% {0} has been beaten to death. Crush / Bruise / Crack / - true false - Content from Rimworld core game only
Stab stab Melee Weapon Sharp 40% - 100% {0} has been stabbed to death. Stab / - / Crack / - true false - Content from Rimworld core game only
RangedStab stab Ranged Weapon Sharp 40% - 100% {0} has been stabbed to death. Stab / - / Crack / - true false - Content from Rimworld core game only
Bullet bullet Ranged Weapon Sharp 0% - 70% {0} has been shot to death. Gunshot / - / - / - true true - Content from Rimworld core game only
Arrow arrow Ranged Weapon Sharp 0% - 70% {0} has been shot to death by an arrow. Cut / - / Crack / - true true - Content from Rimworld core game only
ArrowHighVelocity arrow Ranged Weapon Sharp 0% - 70% {0} has been shot to death by an arrow. Stab / - / - / - true true - Content from Rimworld core game only
Scratch scratch Melee Weapon Sharp 0% - 70% {0} has been torn to death. Scratch / - / Crack / - true false - Content from Rimworld core game only
ScratchToxic toxic scratch Melee Weapon Sharp 0% - 70% {0} has been torn to death. Scratch / - / Crack / Toxic buildup true false - Content from Rimworld core game only
Bite bite Melee Weapon Sharp 0% - 10% {0} has been bitten to death. Bite / - / Crack / - true false - Content from Rimworld core game only
BiteToxic toxic bite Melee Weapon Sharp 0% - 10% {0} has been bitten to death. Bite / - / Crack / Toxic buildup true false - Content from Rimworld core game only
Bomb bomb Misc Sharp ? {0} has died in an explosion. Shredded / - / Crack / - true true - Content from Rimworld core game only
BombSuper bomb Misc Sharp ? {0} has died in an explosion. Shredded / - / Crack / - true true - Content from Rimworld core game only
Flame flame Environmental Heat ? {0} has burned to death. Burn / - / - / - false[4] false - Content from Rimworld core game only
Burn burn Environmental Heat ? {0} has burned to death. Burn / - / - / - false[4] false - Content from Rimworld core game only
Thump thump Misc Sharp ? {0} has been shot to death. Crush / - / Crack / - true true - Content from Rimworld core game only
TornadoScratch scratch Environmental Sharp 0% - 70% {0} has been killed by a tornado. Scratch / - / Crack / - true false - Content from Rimworld core game only
Frostbite frostbite Environmental - ? {0} has succumbed to frostbite. Frostbite / - / - / - true false - Content from Rimworld core game only
Surgical cut surgical cut Medical - ? {0} has died during surgery. - / - / - / - false[5] false - Content from Rimworld core game only
Execution cut execution cut Medical - - {0} has been executed by cutting. Cut / - / - / - false false - Content from Rimworld core game only
EMP [6] - Stun - - {0} has been EMPed to death. - / - / - / - true true 0.25 s [7] [8] Content from Rimworld core game only
Stun [6] - Stun - - {0} has been stunned to death. - / - / - / - false true 0.33 s [7] Content from Rimworld core game only
Smoke [6] smoke Misc - - - - / - / - / - - ? - Content from Rimworld core game only
Deterioration - Misc - - - - / - / - / - - ? - Content from Rimworld core game only
Rotting - Misc - - - - / - / - / - - ? - Content from Rimworld core game only
Mining - Misc - - - - / - / - / - - ? - Content from Rimworld core game only
Extinguish [6] - Misc - - - Covered in firefoam / - / - / - - ? - Content from Rimworld core game only
AcidBurn acid burn Misc Sharp - {0} has burned to death. Acid burn / - / - / - - ? - Content from Rimworld core game only
Decayed decayed organ Misc - - {0} died from metabolic disruptions caused by organ decay. - / - / - / - - ? - Content from Rimworld core game only
Vaporize vaporize Misc Heat - {0} has been vaporized by extreme heat. Burn / - / - / - true ? - Content from Rimworld core game only
MechBandShockwave mech-band shockwave Stun - - {0} has been shocked to death. - / - / - / - - ? 1,200 ticks (20 secs) Content added by the Biotech DLC
ToxGas tox gas Misc - - - - / - / - / - - ? - Content added by the Biotech DLC
Beam beam Misc Heat 0% - 70% {0} has been beamed to death. - / - / - / - true ? - Content added by the Biotech DLC
BulletToxic toxic bullet Ranged Weapon Sharp 0% - 70% {0} has been shot to death. Gunshot / - / - / Toxic buildup true ? - Content added by the Biotech DLC
ElectricalBurn electrical burn Environmental Heat - {0} has died from electrical burns. Electrical burn / - / - / - - ? - Content added by the Anomaly DLC
Digested digestion Misc - - {0} died from being digested. - / - / - / - - ? - Content added by the Anomaly DLC
EnergyBolt energy bolt Misc Sharp 0% - 70% {0} has been killed by an energy bolt. Energy bolt / - / - / - true ? - Content added by the Anomaly DLC
Nerve nerve Misc Sharp 0% - 70% {0} has been killed by nerve shock. Cut / - / Crack / - true ? - Content added by the Anomaly DLC
NerveStun nerve stun Misc - - - - / - / - / - - ? 240 ticks (4 secs) Content added by the Anomaly DLC
Psychic psychic Misc - - {0} has been killed by a psychic attack. Psychic burn / Psychic burn (skin) / Psychic burn (solid) / - - ? - Content added by the Anomaly DLC
DeadlifeDust deadlife dust Misc - - - - / - / - / - - ? - Content added by the Anomaly DLC
NociosphereVaporize vaporize Misc Heat - {0} has been vaporized by extreme heat. Burn / - / - / - true ? - Content added by the Anomaly DLC
  1. See Overkill prevention
  2. {0} represents a pawn's name.
  3. Surgery doesn't hurt your outside bits, but getting shot and stuff will.
  4. 4.0 4.1 Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
  5. Able to remove organs without harming outer body parts.
  6. 6.0 6.1 6.2 6.3 Does not deal physical damage so does not show up on body parts.
  7. 7.0 7.1 Per point of damage.
  8. Only applies to mechanoids or turrets.

General mechanics[edit]

Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of .8-1.15 before application.

This often makes comparisons of pure damage and DPS poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes.

Overkill prevention[edit]

Overkill prevention is mechanic by which the destruction of body parts that would reduced to 0 HP or below, is occasionally prevented.

Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question to 0 or below, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP and any remaining damage is lost. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the "Overkill Percentage". For example, a body part is totally health and has a maximum HP of 10. It is dealt 15 damage by a single attack, which would reduce it to -5. That results in an Overkill Percentage of 50%.

This overkill percentage is then compared to the "overkillPctToDestroyPart" range unique to the damage type. For example, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range. This then provides the final chance for this attack to destroy the body part.

Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER)

This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.

The end result is that weapons that deal high single attack damage are more likely to result in body part destruction than lower damage attacks of their damage type, and that the chance of a body part getting destroyed by a single attack goes up as its HP goes down. It also makes the overkillPctToDestroyPart of each damage type an important factor in the combat performance of weapons that use it.

Damage types[edit]

Blunt[edit]

If a strike from an attack dealing blunt damage is sufficient to destroy the struck body part, damage can propagate to the parent part of the destroyed part, if and only if that parent part is considered an outside part. How the damage is divided between the two attacks is currently unclear. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted.

Additionally, if a blunt attack hits the parentless body part of a target, e.g. the torso on humans and most other pawns, there is a small chance to Stun the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 90% of the maximum, not remaining, HP of the torso to the torso of a pawn, it has a 15% chance to be stunned.

Alternatively, if a blunt attack hits a body part of a target that a is source of consciousness, e.g. the brain on humans and most other pawns, there is a larger chance to Stun the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 50% of the maximum, not remaining, HP of the brain to the brain of a pawn, it has a 100% chance to be stunned.

In both cases the stun duration appears to be 0.66s

If neither the parentless body part nor a consciousness source are hit, no stun occurs.

Eyes specifically have a 0% hit chance factor against blunt damage, meaning they will never be hit by a blunt attack.

Stun Chance per Percentage of Torso's Maximum HP Stun Chance per Percentage of Brain's Maximum HP

Bomb[edit]

Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default AP of 10% and stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, Walls specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For each internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).

Bullet[edit]

Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).

Burn[edit]

Identical to Flame except that it cannot ignite targets.

Cut[edit]

Each hit rolls 0-100 for how many parts the strike damages. Result 0 - 59 is 1 target.. 60-89 is 2.. 90-99 is 3.. exactly 100 is 4 parts hit. If it's more than 1 target, multiply the damage of the hit by 1.4. Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones).

Demolish[edit]

Demolish damage is done by breach axes and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as walls, for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.

EMP[edit]

EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects.

The weapons that deal EMP damage include:

Additionally, when destroyed the Defoliator condition causer will release a EMP blast with a 9 tile radius.

EMP mainly serves to stun mechanoids, turrets, and mortars. Every stun "damage" inflicts 30 ticks (0.5 secs) of stun. Most items do 50 EMP damage, or 25 seconds of stun.

After being stunned, mechanoids become 'Adapted', gaining immunity from further stuns for 2,200 ticks (36.67 secs). The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is 700 ticks (11.67 secs) for most items. Some mechanoids in the Biotech DLC Content added by the Biotech DLC have EMP resistance, so are stunned for less time.

Damage Sources Stun Duration Post-Stun Adaption Duration Ideal Stun Uptime
9 Zeushammer, Persona zeushammer 270 ticks (4.5 secs) 1,930 ticks (32.17 secs) 12%
45 Awful quality EMP launcher 1,350 ticks (22.5 secs) 850 ticks (14.17 secs) 61%
50 All other sources 1,500 ticks (25 secs) 700 ticks (11.67 secs) 68%
62.5 Masterwork quality EMP launcher 1,875 ticks (31.25 secs) 325 ticks (5.42 secs) 85%
75 Legendary quality EMP launcher 2,250 ticks (37.5 secs) ticks (0 secs) 100%

Any amount of EMP damage will also:

Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.

RangedStab[edit]

RangedStab is unlike other damage types in that it can directly apply its damage to an internal body part without damaging the exterior parent. That is, it can deal full damage to a liver but somehow not damage the torso on the way in. In comparison, melee stabs will split damage between internal and parent, while ranged attacks like bullets and arrows will duplicate the damage in its entirety for each part.

The exception to this is when RangedStab damage is mitigated by armor, at which point it will deal damage to both internal child and external parent, splitting it 50/50. This disparity in damage modes is likely a bug, and it is probably intended that damage is dealt to the parent regardless.

Flame[edit]

Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by protective apparel, there is a chance to ignite the pawn.

This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the Flammability of the target, and is defined by the following graph:

Ignition Chance per Target Flammability

For example, a normal human has a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing phoenix armor Content added by the Royalty DLC has a flammability of 2% and so has a 1.4% chance to ignite if any flame damage is taken.

Factors Flammability Ignition Chance upon
Flame Damage Taken
Default Human 70% 100% (1 in 1)
Fire resistant Content added by the Biotech DLC 10% 7% (1 in 14.3)
Phoenix armor Content added by the Royalty DLC 2% 1.4% (1 in 71.4)
Phoenix armor Content added by the Royalty DLC +
Fire resistant Content added by the Biotech DLC
0.2% 0.14% (1 in 714.3)
Default Mechanoid 0% 0% (Never)

If the pawn is ignited the size of the fire is randomly selected between 15% and 25%, which affects the difficulty of putting it out and the chance to spread.

In addition to weapons that deal flame damage, lightning also deals 10 flame damage its area of effect.

Scratch[edit]

Scratch damage does damage differently depending on what part is initially targeted.

If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.

If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random,[Verify] and then 67% of the original post-armor damage is dealt to both parts. Note that is can result in DPS 33% higher than the weapon's nominal value, though damage may be also limited by overkill prevention.

In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.

For example, a power claw deals 22 scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal 7.37 damage to the nose and 7.37 to the eye.

Toxic bite[edit]

Identical to Bite, but also inflicts a 1.5% severity increase of toxic buildup for each point of Bite damage inflicted, multiplied by the Toxic Resistance of the target and inversely proportional to the body size of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.

Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.[Wildmen?]

Toxic bullet[edit]

Identical to Bullet, but also inflicts a 0.65% severity increase of toxic buildup for each point of Bullet damage inflicted, multiplied by the Toxic Resistance of the target and inversely proportional to the body size of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.

The tag is set such that animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type, however it is unclear if this is functional or merely a hold over from copying the standard set by toxic bite as that condition cannot occur in vanilla. It is also unclear whether it would apply to colonists hunting with such weapons.[Verify]

Toxic scratch[edit]

Identical to Scratch, but inflicts a 1.5% severity increase of toxic buildup for each point of Scratch damage inflicted, multiplied by the Toxic Resistance of the target and inversely proportional to the body size of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.

Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.

Thump[edit]

Thump damage is done by Thump cannon, and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both walls and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.

Vaporize[edit]

Vaporize damage is done by the hellsphere cannon of DiabolusContent added by the Biotech DLC and the fleshmelter bolt of NociosphereContent added by the Anomaly DLC. The default damage is 800, with a default AP of 100% and stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and passable buildings such as armchairs, and 0.1x damage to corpses.

It is resisted by heat armor and heats up the area in which it is fired.[Detail needed]

Decayed Organ[edit]

A result of Organ decay, which can apply to the Heart, Lungs, and Kidneys.

Acid Burn[edit]

Can be received via the various acid spits: Fleshmass spitter acid, Corrosive heart acid, and Acid spray acid. Devourers also inflict this damage to the swallowed pawn.

Psychic[edit]

An awoken unnatural corpse will psychically incinerate the target's brain.

Nerve[edit]

Damage dealt from the Nerve spiker.

Nerve Stun[edit]

The stun ability of the nerve spiker.

Mech-band Shockwave[edit]

From the Apocrition shockwave upon its death[Verify].

Energy Bolt[edit]

One of the projectiles fired by the Nociosphere.

Digestion[edit]

Inflicted to corpses by the Harbinger tree, and to pawns swallowed by a Devourer[Verify].

Electrical Burn[edit]

Electrical burns are periodically received by entities connected to an Electroharvester.

Version history[edit]

  • Beta 19/1.0 - Bomb damage now does 2x damage vs plants. Note: this was increased in a later version to 4x, as noted above.
  • 1.2.2719 - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.
  • 1.3.3200 - Thump damage multiplier versus walls reduced from 4x to 2x. Demolish damage multiplier versus impassible buildings reduced from 1 to 0.75.