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 [[armor]] protects against.
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*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). Here's a list of damage types currently in RimWorld:
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Your colonists are likely going to get [[Health#Injury|injured]] at some point in RimWorld (or suffer a horrific [[death]]).
  
==Armor Categories==
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== Armor penetration ==
Armor protects against certain things. Cross-reference this with the [[Damage Types|damage types]] table to see what's category protects what.
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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]].
  
How much protection armor gives is determined by its '''armor rating'''.
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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.  
*Each point of armor from 1 - 50% reduces damage by 1%.
 
*Each point of armor between 51 - 100% provides a 1% chance to not take damage.
 
*Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.
 
  
{{:Armor Categories}}
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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.
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== Armor categories ==
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{{Main|Apparel#Protection}}
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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.
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How much protection armor gives is determined by its '''armor rating'''. In-game this protection is calculated as follows:
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#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating"
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#The effective armor rating is then compared against a random number from 0 to 100:
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#*If the random number is under half the effective armor rating, the damage deflects harmlessly.
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#*If the random number is over half the effective armor rating, but not higher than the armor rating, the damage is halved.
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#*If the random number is greater than the effective armor rating, the armor has no effect.
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#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.
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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 is split into many different types.
 
 
 
{{:Damage Types}}
 
{{:Damage Types}}
  
 
==Health Difficulties==
 
==Health Difficulties==
 
{{:Health Difficulties}}
 
{{:Health Difficulties}}
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===DPS===
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Main Article: [[DPS|DPS]]

Latest revision as of 03:56, 11 August 2024

Damage is made up of 3 major components:

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:

  1. The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating"
  2. 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.
  3. 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
  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. Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
  5. Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
  6. Able to remove organs without harming outer body parts.
  7. 7.0 7.1 7.2 7.3 Does not deal physical damage so does not show up on body parts.
  8. 8.0 8.1 Per point of damage.
  9. 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
  1. Pain per point of damage. See pain for how it works. Injuries to artificial parts do not cause any pain.
  2. Pain per point of damage from scars. See pain for how it works.
  3. Whether or not this injury stacks to become something like 'Burn ×2'
  4. Base chance of getting infected if left untreated.
  5. Prefix for external injuries that result in body part loss (e.g. Shot off left arm).
  6. Prefix for internal injuries that result in body part loss (e.g. Torn out kidney).
  7. Used when a pawn with Death acidifier hediff is killed.
  8. Not defined in the files whether or not it combines.
  9. Internal organs cannot be affected by frostbite.
  10. Only applies to missing limbs. No values provided besides a name. Cannot be treated except for limb/organ transplants.
  11. Default/debug damage type. Doesn't occur in the normal game.
  12. Undefined.

DPS[edit]

Main Article: DPS