Difference between revisions of "Damage"
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Damage is made up of 3 major components: | Damage is made up of 3 major components: | ||
− | * | + | *Armor Categories, which define what [[apparel]] protects against it. |
*[[Damage Types]], which defines what damage does what [[injury]]. | *[[Damage Types]], which defines what damage does what [[injury]]. | ||
*[[Health Difficulties]], which defines that the consequences are of an injury.</onlyinclude> | *[[Health Difficulties]], which defines that the consequences are of an injury.</onlyinclude> | ||
− | Your colonists are likely going to get [[Health#Injury|injured]] at some point in RimWorld (or suffer a horrific death). | + | Your colonists are likely going to get [[Health#Injury|injured]] at some point in RimWorld (or suffer a horrific [[death]]). |
− | ==Armor | + | == Armor penetration == |
− | + | Attacks have an "armor penetration", often abbreviated as {{AP}}, value associated with them. The armor penetration reduces the effective armor of the target. For further information about this system, see [[#Armor categories|Armor categories]] below. The armor penetration of the attack always reduces the target's armor value of the armor category that corresponds to the damage type of the attack. It does not apply to damage over time from attacks, such as being lit on [[fire]]. | |
− | + | The armor penetration of an attack depends on a number of factors. If it is calculated, then it is equal to 1.5x the base damage (i.e. before any reductions from armor). [[Damage types]] can also have armor penetration multipliers. For example, [[flame]] damage attacks have an AP multiplier of 0, meaning they do not have any AP. [[Quality#Weapons|Quality]] also imposes a multiplier on AP. For melee attacks where the AP is calculated, the [[melee damage factor]] of the also modifies the AP as a result. | |
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− | {{ | + | AP can also be set manually in the game code, which overrides all other calculations and multipliers except quality but including from damage type and melee damage factor. There is no in-game indication when this occurs, but it can generally be identified by the AP not following the 1.5x rule. |
+ | |||
+ | == Armor categories == | ||
+ | {{Main|Apparel#Protection}} | ||
+ | Apparel protects against different types of damage to different extents. There are three categories of armor that each apparel can have: Sharp, Blunt, and Heat. Cross-reference these with the [[Damage Types|damage types]] table to see what's category protects what. | ||
+ | |||
+ | How much protection armor gives is determined by its '''armor rating'''. In-game this protection is calculated as follows: | ||
+ | #The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating" | ||
+ | #The effective armor rating is then compared against a random number from 0 to 100: | ||
+ | #*If the random number is under half the effective armor rating, the damage deflects harmlessly. | ||
+ | #*If the random number is over half the effective armor rating, but not higher than the armor rating, the damage is halved. | ||
+ | #*If the random number is greater than the effective armor rating, the armor has no effect. | ||
+ | #If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage. | ||
+ | |||
+ | If Sharp damage is mitigated at any point, it is converted to Blunt damage ''after'' all calculations for all layers of apparel are complete. | ||
==Damage Types== | ==Damage Types== | ||
− | |||
− | |||
{{:Damage Types}} | {{:Damage Types}} | ||
==Health Difficulties== | ==Health Difficulties== | ||
{{:Health Difficulties}} | {{:Health Difficulties}} | ||
+ | |||
+ | ===DPS=== | ||
+ | Main Article: [[DPS|DPS]] |
Latest revision as of 03:56, 11 August 2024
Damage is made up of 3 major components:
- Armor Categories, which define what apparel protects against it.
- Damage Types, which defines what damage does what injury.
- Health Difficulties, which defines that the consequences are of an injury.
Your colonists are likely going to get injured at some point in RimWorld (or suffer a horrific death).
Armor penetration[edit]
Attacks have an "armor penetration", often abbreviated as AP, value associated with them. The armor penetration reduces the effective armor of the target. For further information about this system, see Armor categories below. The armor penetration of the attack always reduces the target's armor value of the armor category that corresponds to the damage type of the attack. It does not apply to damage over time from attacks, such as being lit on fire.
The armor penetration of an attack depends on a number of factors. If it is calculated, then it is equal to 1.5x the base damage (i.e. before any reductions from armor). Damage types can also have armor penetration multipliers. For example, flame damage attacks have an AP multiplier of 0, meaning they do not have any AP. Quality also imposes a multiplier on AP. For melee attacks where the AP is calculated, the melee damage factor of the also modifies the AP as a result.
AP can also be set manually in the game code, which overrides all other calculations and multipliers except quality but including from damage type and melee damage factor. There is no in-game indication when this occurs, but it can generally be identified by the AP not following the 1.5x rule.
Armor categories[edit]
Apparel protects against different types of damage to different extents. There are three categories of armor that each apparel can have: Sharp, Blunt, and Heat. Cross-reference these with the damage types table to see what's category protects what.
How much protection armor gives is determined by its armor rating. In-game this protection is calculated as follows:
- The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating"
- The effective armor rating is then compared against a random number from 0 to 100:
- If the random number is under half the effective armor rating, the damage deflects harmlessly.
- If the random number is over half the effective armor rating, but not higher than the armor rating, the damage is halved.
- If the random number is greater than the effective armor rating, the armor has no effect.
- If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.
If Sharp damage is mitigated at any point, it is converted to Blunt damage after all calculations for all layers of apparel are complete.
Damage Types[edit]
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] | General Injury | Skin Injury | Solid Injury | Harms Outer Layers[3] | Affects shields | Stun duration | Source |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Cut | cut | Melee Weapon | Sharp | 0% - 10% | {0} has been cut to death. | Cut | Cut | Crack | true | false | - | Core |
Crush | crush | Melee Weapon | Blunt | 40% - 100% | {0} has been crushed to death. | Crush | Cut | Crack | true | true | - | Core |
Blunt | blunt | Melee Weapon | Blunt | 40% - 100% | {0} has been beaten to death. | Crush | Bruise | Crack | true | false | - | Core |
Poke | blunt | Melee Weapon | Blunt | 40% - 100% | {0} has been beaten to death. | Crush | Bruise | Crack | true | false | - | Core |
Demolish | blunt | Melee Weapon | Blunt | 40% - 100% | {0} has been beaten to death. | Crush | Bruise | Crack | true | false | - | Core |
Stab | stab | Melee Weapon | Sharp | 40% - 100% | {0} has been stabbed to death. | Stab | Stab | Crack | true | false | - | Core |
RangedStab | stab | Ranged Weapon | Sharp | 40% - 100% | {0} has been stabbed to death. | Stab | Stab | Crack | true | false | - | Core |
Bullet | bullet | Ranged Weapon | Sharp | 0% - 70% | {0} has been shot to death. | Gunshot | Gunshot | Gunshot | true | true | - | Core |
Arrow | arrow | Ranged Weapon | Sharp | 0% - 70% | {0} has been shot to death. | Cut | Cut | Crack | true | true | - | Core |
ArrowHighVelocity | arrow | Ranged Weapon | Sharp | 0% - 70% | {0} has been shot to death. | Stab | - | - | true | true | - | Core |
Scratch | scratch | Melee Weapon | Sharp | 0% - 70% | {0} has been torn to death. | Scratch | Scratch | Crack | true | false | - | Core |
ScratchToxic | toxic scratch | Melee Weapon | Sharp | 0% - 70% | {0} has been torn to death. | Scratch + ToxicBuildup | Scratch + ToxicBuildup | Crack + ToxicBuildup | true | false | - | Core |
Bite | bite | Melee Weapon | Sharp | 0% - 10% | {0} has been bitten to death. | Bite | Bite | Crack | true | false | - | Core |
BiteToxic | toxic bite | Melee Weapon | Sharp | 0% - 10% | {0} has been bitten to death. | Bite + ToxicBuildup | Bite + ToxicBuildup | Crack + ToxicBuildup | true | false | - | Core |
Bomb | bomb | Misc | Sharp | ? | {0} has died in an explosion. | Shredded | Shredded | Crack | true | true | - | Core |
BombSuper | bomb | Misc | Sharp | ? | {0} has died in an explosion. | Shredded | Shredded | Crack | true | true | - | Core |
Flame | flame | Environmental | Heat | ? | {0} has burned to death. | Burn | Burn | Burn | false[4] | false | - | Core |
Burn | burn | Environmental | Heat | ? | {0} has burned to death. | Burn | Burn | Burn | false[5] | false | - | Core |
Thump | thump | Misc | Sharp | ? | {0} has been shot to death. | Crush | Crush | Crack | true | true | - | Core |
TornadoScratch | scratch | Environmental | Sharp | 0% - 70% | {0} has been killed by a tornado. | Scratch | Scratch | Crack | true | false | - | Core |
Frostbite | frostbite | Environmental | – | ? | {0} has succumbed to frostbite. | Frostbite | Frostbite | Frostbite | true | false | - | Core |
Surgical cut | surgical cut | Medical | – | ? | {0} has died during surgery. | – | – | – | false[6] | false | - | Core |
Execution cut | execution cut | Medical | – | – | {0} has been executed by cutting. | Cut | Cut | Cut | false | false | - | Core |
EMP [7] | - | Stun | – | – | {0} has been EMPed to death. | – | – | – | true | true | 0.25 s [8] [9] | Core |
Stun [7] | - | Stun | – | – | {0} has been stunned to death. | – | – | – | false | true | 0.33 s [8] | Core |
Smoke [7] | smoke | Misc | – | – | – | – | – | – | ? | ? | ? | Core |
Deterioration | - | Misc | – | – | – | – | – | – | ? | ? | ? | Core |
Rotting | - | Misc | – | – | – | – | – | – | ? | ? | ? | Core |
Mining | - | Misc | – | – | – | – | – | – | ? | ? | ? | Core |
Extinguish [7] | - | Misc | – | – | – | CoveredInFirefoam | CoveredInFirefoam | CoveredInFirefoam | ? | ? | ? | Core |
AcidBurn | acid burn | Misc | Sharp | - | {0} has burned to death. | AcidBurn | - | - | - | - | - | Core |
Decayed | decayed organ | Misc | - | - | {0} died from metabolic disruptions caused by organ decay. | - | - | - | - | - | - | Core |
Vaporize | vaporize | Misc | Heat | - | {0} has been vaporized by extreme heat. | Burn | - | - | true | - | - | Core |
MechBandShockwave | mech-band shockwave | Stun | - | - | {0} has been shocked to death. | - | - | - | - | - | 1,200 ticks (20 secs) | Biotech |
ToxGas | tox gas | Misc | - | - | - | - | - | - | - | - | - | Biotech |
Beam | beam | Misc | Heat | 0% - 70% | {0} has been beamed to death. | - | - | - | true | - | - | Biotech |
BulletToxic | toxic bullet | Ranged Weapon | Sharp | 0% - 70% | - | Gunshot + ToxicBuildup | - | - | true | - | - | Biotech |
ElectricalBurn | electrical burn | Environmental | Heat | - | {0} has died from electrical burns. | ElectricalBurn | - | - | - | - | - | Anomaly |
Digested | digestion | Misc | - | - | {0} died from being digested. | - | - | - | - | - | - | Anomaly |
EnergyBolt | energy bolt | Misc | Sharp | 0% - 70% | {0} has been killed by an energy bolt. | EnergyBolt | - | - | true | - | - | Anomaly |
Nerve | nerve | Misc | Sharp | 0% - 70% | {0} has been killed by nerve shock. | Cut | - | Crack | true | - | - | Anomaly |
NerveStun | nerve stun | Misc | - | - | - | - | - | - | - | - | 240 ticks (4 secs) | Anomaly |
Psychic | psychic | Misc | - | - | {0} has been killed by a psychic attack. | PsychicInjury | PsychicInjurySkin | PsychicInjurySolid | - | - | - | Anomaly |
DeadlifeDust | deadlife dust | Misc | - | - | - | - | - | - | - | - | - | Anomaly |
NociosphereVaporize | vaporize | Misc | Heat | - | {0} has been vaporized by extreme heat. | Burn | - | - | true | - | - | Anomaly |
- ↑ See Overkill prevention
- ↑ {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 7.3 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.
Health Difficulties[edit]
- Main article: Health Difficulties
These are the general types of injuries that can be inflicted on a colonist. A bladed weapon would cut you, while a firearm would inflict gunshots, etc.
Name | Pain[1] | Scar pain[2] | Old Label | Combines?[3] | Bleeding | Infection Chance [4] | Become Old Chance | Naturally Heals | Destroyed[5] | Destroyed Out[6] | Treated | Inner Treated | Solid Treated |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Beam Burn | 1.25 | 0.625 | Old beam wound | No | 6% | 30% | ?% | Yes | Burned off | Burned out | Bandaged | Sutured | Set |
Burn | 1.875 | 0.625 | Burn scar | Yes | 0% | 30% | 1% | Yes | Burned off | Burned out | Bandaged | Sutured | Set |
Chemical Burn[7] | 1.875 | 0.625 | Burn scar | Yes | 0% | 30% | 1% | Yes | Burned off (chemical) | Burned out (chemical) | Bandaged | Tended | Tended |
Crush | 1.25 | 0.625 | Scar | Yes | 1% | 15% | 1% | Yes | Crushed | Crushed | Bandaged | Sutured | Set |
Crack | 1.0 | 0.625 | Scar | ?[8] | 0% | 0% | 0% | Yes | Shattered | Shattered | Set | Set | Set |
Cut | 1.25 | 0.625 | Cut scar | Yes | 6% | 15% | 1% | Yes | Cut off | Cut out | Bandaged | Sutured | Set |
Surgical Cut | 1.25 | 0.625 | Cut scar | Yes | 6% | 15% | 1% | Yes | Cut off | Cut out | Bandaged | Sutured | Set |
Scratch | 1.25 | 0.625 | Scratch scar | No | 6% | 15% | 1% | Yes | Torn off | Torn out | Bandaged | Sutured | Set |
Bite | 1.25 | 0.625 | Bite scar | No | 6% | 30% | 1% | Yes | Bitten off | Bitten out | Bandaged | Sutured | Set |
Stab | 1.25 | 0.625 | Stab scar | No | 6% | 15% | 1% | Yes | Cut off | Cut out | Bandaged | Sutured | Set |
Gunshot | 1.25 | 0.625 | Old gunshot | No | 6% | 15% | 1% | Yes | Shot off | Shot out | Bandaged | Sutured | Set |
Shredded | 1.25 | 0.625 | Scar | Yes | 6% | 20% | 1% | Yes | Torn off | Torn out | Bandaged | Sutured | Set |
Bruise | 1.25 | 0.625 | Old bruise | No | 0% | 0% | 0% | Yes | Destroyed | Destroyed | Bandaged | Sutured | Set |
Frostbite | 1.25 | 0.625 | Frostbite scar | Yes | 0% | 25% | 1% | Yes | Lost to frostbite | N/A [9] | Bandaged | Sutured | Set |
Missing Body Part[10] | - | - | - | - | 12% | - | - | - | Gone | Gone | - | - | - |
Misc[11] | 1.25 | 0.0 | Scar | No | 6% | ? [12] | 1% | Yes | Destroyed | Destroyed | Bandaged | Sutured | Set |
- ↑ Pain per point of damage. See pain for how it works. Injuries to artificial parts do not cause any pain.
- ↑ Pain per point of damage from scars. See pain for how it works.
- ↑ Whether or not this injury stacks to become something like 'Burn ×2'
- ↑ Base chance of getting infected if left untreated.
- ↑ Prefix for external injuries that result in body part loss (e.g. Shot off left arm).
- ↑ Prefix for internal injuries that result in body part loss (e.g. Torn out kidney).
- ↑ Used when a pawn with Death acidifier hediff is killed.
- ↑ Not defined in the files whether or not it combines.
- ↑ Internal organs cannot be affected by frostbite.
- ↑ Only applies to missing limbs. No values provided besides a name. Cannot be treated except for limb/organ transplants.
- ↑ Default/debug damage type. Doesn't occur in the normal game.
- ↑ Undefined.
DPS[edit]
Main Article: DPS