Difference between revisions of "Damage Types"
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+ | ==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. | ||
+ | |||
+ | Additionally, if a blunt attack hits the parentless body part of a target, e.g. the torso on [[human]]s and most other pawns, there is a small chance to [[#Stun|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. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Stun Chance per Percentage of Torso'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}} | ||
+ | |} | ||
+ | |||
+ | Alternatively, if a blunt attack hits a body part of a target that a is source of consciousness, e.g. the brain on [[human]]s and most other pawns, there is a larger chance to [[#Stun|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. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Stun Chance per Percentage of Brain's Maximum HP | ||
+ | |- | ||
+ | | {{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}} | ||
+ | |} | ||
==Bomb== | ==Bomb== |
Revision as of 14:36, 29 December 2021
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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.
Name | Label | Armor Category | overkillPctToDestroyPart[1] | Death Message[2] | General Injury | Skin Injury | Solid Injury | Harms Outer Layers[3] | Affects shields | Stun duration |
---|---|---|---|---|---|---|---|---|---|---|
Cut | cut | Sharp | 0% - 10% | {0} has been cut to death. | Cut | Cut | Crack | true | false | - |
Crush | crush | Blunt | 40% - 100% | {0} has been crushed to death. | Crush | Cut | Crack | true | true | - |
Blunt | blunt | Blunt | 40% - 100% | {0} has been beaten to death. | Crush | Bruise | Crack | true | false | - |
Poke | blunt | Blunt | 40% - 100% | {0} has been beaten to death. | Crush | Bruise | Crack | true | false | - |
Demolish | blunt | Blunt | 40% - 100% | {0} has been beaten to death. | Crush | Bruise | Crack | true | false | - |
Stab | stab | Sharp | 40% - 100% | {0} has been stabbed to death. | Stab | Stab | Crack | true | false | - |
RangedStab | stab | Sharp | 40% - 100% | {0} has been stabbed to death. | Stab | Stab | Crack | true | false | - |
Bullet | bullet | Sharp | 0% - 70% | {0} has been shot to death. | Gunshot | Gunshot | Gunshot | true | true | - |
Arrow | arrow | Sharp | 0% - 70% | {0} has been shot to death. | Cut | Cut | Crack | true | true | - |
ArrowHighVelocity | arrow | Sharp | 0% - 70% | {0} has been shot to death. | Cut | Cut | Crack | true | true | - |
Scratch | scratch | Sharp | 0% - 70% | {0} has been torn to death. | Scratch | Scratch | Crack | true | false | - |
ScratchToxic | toxic scratch | Sharp | 0% - 70% | {0} has been torn to death. | Scratch | Scratch | Crack | true | false | - |
Bite | bite | Sharp | 0% - 10% | {0} has been bitten to death. | Bite | Bite | Crack | true | false | - |
BiteToxic | toxic bite | Sharp | 0% - 10% | {0} has been bitten to death. | Bite | Bite | Crack | true | false | - |
Bomb | bomb | Sharp | ? | {0} has died in an explosion. | Shredded | Shredded | Crack | true | true | - |
BombSuper | bomb | Sharp | ? | {0} has died in an explosion. | Shredded | Shredded | Crack | true | true | - |
Flame | flame | Heat | ? | {0} has burned to death. | Burn | Burn | Burn | false[4] | false | - |
Burn | burn | Heat | ? | {0} has burned to death. | Burn | Burn | Burn | false[5] | false | - |
Thump | thump | Sharp | ? | {0} has ?? | Crush | Crush | Crack | ?? | ?? | - |
Frostbite | frostbite | - | ? | {0} has succumbed to frostbite. | Frostbite | Frostbite | Frostbite | true | false | - |
Surgical cut | surgical cut | - | ? | {0} has died during surgery. | - | - | - | false[6] | false | - |
Execution cut | execution cut | - | - | {0} has been executed by cutting. | Cut | Cut | Cut | false | false | - |
EMP [7] | - | - | - | {0} has been EMPed to death. | - | - | - | true | true | 0.25 s [8] [9] |
Stun [7] | - | - | - | {0} has been stunned to death. | - | - | - | false | true | 0.33 s [8] |
Smoke [7] | - | - | - | ? | - | - | - | ? | ? | ? |
- ↑ Function currently unclear - seems to be percentage of damage done over the current health a body part to destroy. E.g. At 70%, a 10 HP finger would require 17 damage to destroy.
- ↑ {0} represents a pawn's name.
- ↑ Surgery doesn't hurt your outside bits, but getting shot and stuff will.
- ↑ Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
- ↑ Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
- ↑ Able to remove organs without harming outer body parts.
- ↑ 7.0 7.1 7.2 Does not deal physical damage so does not show up on body parts.
- ↑ 8.0 8.1 Per point of damage.
- ↑ Only applies to mechanoids or turrets.
Blunt
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.
Stun Chance per Percentage of Torso's Maximum HP |
---|
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 90% of the maximum, not remaining, HP of the torso to the torso of a pawn, it has a 15% chance to be stunned.
Stun Chance per Percentage of Brain's Maximum HP |
---|
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, Walls specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage.
Burn
Identical to Flame except that it cannot ignite targets.
Demolish
Demolish damage is done by breach axes and is additionally effective against buildings. It does 10x Damage to buildings, but it otherwise identical to Blunt damage.
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 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.
Toxic bite
Identical to 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.
Toxic scratch
Identical to 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.
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 walls and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.