Difference between revisions of "Apparel"
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* gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor). | * gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor). | ||
− | ==Protection== | + | == Protection == |
− | + | Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a melee strike. This will be represented by a "tink" sound and a spark. They may also receive a mitigated blow, for only half of the damage. | |
− | + | There are several types of armor ratings. They are expressed as percentages. The maximum armor rating is 200%. | |
− | + | <div><li style="display: inline-table;"> | |
− | + | {| {{STDT| c_08 text-center}} | |
− | + | ! Name !! Label !! Description | |
− | + | |- style="text-align:left;" | |
− | + | ! [[Injury#Blunt|Blunt]] | |
− | + | | Armor - Blunt || Protection against blunt damage like club attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon. | |
+ | |- style="text-align:left;" | ||
+ | ! [[Injury#Sharp|Sharp]] | ||
+ | | Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause bleeding. Even the lightest clothing material seems to offer some of this. | ||
+ | |- style="text-align:left;" | ||
+ | ! [[Injury#Heat|Heat]] | ||
+ | | Armor - Heat || Protection against fire damage from natural fires and fire weapons such as Molotov cocktails. Heat damage seems to never have AP. Not to be mistaken with Heat Insulation. | ||
+ | |} | ||
+ | </li><div> | ||
− | + | ===Calculation=== | |
+ | The armor calculation is applied for each item of apparel the pawn is wearing that covers the targeted body part, from the outside in. Thus, if a pawn in only a [[duster]], [[flak vest]] and [[tribalwear]] was struck in the torso, it would: | ||
+ | # Calculate the effect of duster first as it is on the outer layer | ||
+ | # If any residual damage remained it would calculate for the effect of the flak vest as it is on the middle layer, | ||
+ | # If any residual damage remained it would calculate for the effect of the tribalwear as it is on the skin layer, | ||
+ | # Finally if any residual damage still remained, it would then be applied to the pawn. | ||
+ | Meanwhile if struck the arm, then only the calculation would only be performed for the duster, as the vest does not cover the arm. And if they were struck in the head, then the damage would be directly applied to the pawn as nothing covers that part. Items that take up multiple layers, such as [[Marine armor]], still only run through the calculation once. | ||
− | + | In-game this 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 armor rating, the damage deflects harmlessly. | ||
+ | #*If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved. | ||
+ | #*If the random number is greater than the 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 the damage is Sharp, and any layer halves the damage, then any resulting damage to the pawn will be changed to Blunt damage. '''Note''' however the layers below will still be calculated against the sharp armor of the lower layers, not the blunt armor. So if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack, the flak vest will still use its sharp armor for its attempt at mitigating the damage. | |
− | |||
− | === | + | ===Analysis=== |
− | + | Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on [[mechanoid]]s. [[Cataphract armor]] at Legendary quality comes at a close second, reaching 200% sharp rating, but all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall. | |
− | + | Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage. | |
− | + | Armor Penetration is also applied on each layer, this means that apparel with low armor values will do little or nothing against projectiles with high armor penetration. | |
+ | |||
+ | For example a pawn with both a [[devilstrand]] [[Button-down shirt|shirt]] with sharp armor of 28% and a [[toughskin gland]] with sharp armor 35% would always receive full damage from a [[charge rifle]], as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm. | ||
+ | |||
+ | Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected. | ||
+ | |||
+ | == Durability == | ||
+ | Apparel, including armor, take damage over time and when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor. | ||
==Insulation== | ==Insulation== |
Revision as of 03:11, 22 March 2021
|
Apparel is worn by your colonists to protect them from extreme temperatures or from damage in combat. See a pawn's Gear tab to see what apparel they are wearing.
Clothing vs Armor
There are two main types of apparel, clothing and armor. Both clothing and armor use the same basic principles. They can be mixed and matched, as far as Clothing Layers allow.
Clothing usually:
- is made from light materials (fabrics and leathers);
- offers good insulation from extreme temperatures;
- offers lower protection from damage (with the right materials, clothing can be a worthwhile "light" armor).
Armor usually:
- is made from solid materials (metal);
- offers less insulation from extreme temperatures;
- offers good protection from damage;
- gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor).
Protection
Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a melee strike. This will be represented by a "tink" sound and a spark. They may also receive a mitigated blow, for only half of the damage.
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating is 200%.
Name | Label | Description |
---|---|---|
Blunt | Armor - Blunt | Protection against blunt damage like club attacks, rock falls, explosions, and strikes with ranged weapons at melee range. This protection is generally limited, and blunt weapons will generally have to deal with less armor than an equivalent tier sharp weapon. |
Sharp | Armor - Sharp | Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause bleeding. Even the lightest clothing material seems to offer some of this. |
Heat | Armor - Heat | Protection against fire damage from natural fires and fire weapons such as Molotov cocktails. Heat damage seems to never have AP. Not to be mistaken with Heat Insulation. |
Calculation
The armor calculation is applied for each item of apparel the pawn is wearing that covers the targeted body part, from the outside in. Thus, if a pawn in only a duster, flak vest and tribalwear was struck in the torso, it would:
- Calculate the effect of duster first as it is on the outer layer
- If any residual damage remained it would calculate for the effect of the flak vest as it is on the middle layer,
- If any residual damage remained it would calculate for the effect of the tribalwear as it is on the skin layer,
- Finally if any residual damage still remained, it would then be applied to the pawn.
Meanwhile if struck the arm, then only the calculation would only be performed for the duster, as the vest does not cover the arm. And if they were struck in the head, then the damage would be directly applied to the pawn as nothing covers that part. Items that take up multiple layers, such as Marine armor, still only run through the calculation once.
In-game this 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 armor rating, the damage deflects harmlessly.
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved.
- If the random number is greater than the 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 the damage is Sharp, and any layer halves the damage, then any resulting damage to the pawn will be changed to Blunt damage. Note however the layers below will still be calculated against the sharp armor of the lower layers, not the blunt armor. So if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack, the flak vest will still use its sharp armor for its attempt at mitigating the damage.
Analysis
Thus each effective point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on mechanoids. Cataphract armor at Legendary quality comes at a close second, reaching 200% sharp rating, but all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall.
Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage. Armor Penetration is also applied on each layer, this means that apparel with low armor values will do little or nothing against projectiles with high armor penetration.
For example a pawn with both a devilstrand shirt with sharp armor of 28% and a toughskin gland with sharp armor 35% would always receive full damage from a charge rifle, as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values may be preferable over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.
Durability
Apparel, including armor, take damage over time and when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor.
Insulation
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures. By default a naked human has a very narrow acceptable temperature range (16°C - 26°C), so you'll need to wear apparel to survive in the harsh environment of a rimworld.
Insulation from a single piece of apparel
Apparel can offer "Insulation - Cold", which protects from extremely cold temperatures, and "Insulation - Heat" which protects from extremely hot temperatures. The amount of insulation a piece of apparel offers is equal to:
Insulation = Material insulation * Apparel insulation_factor * Quality multiplier
- Material insulation: the textile used to create an article of clothing has a large impact on how much insulation a piece of apparel offers. For example, muffalo wool offers 30°C of insulation from cold, while birdskin only offers 10°C. See textiles for a full comparison.
- Apparel insulation factor: each type of apparel has an insulation factor associated with it. For example, a parkas have an insulation - cold factor of 2.0, so a normal muffalo wool parka offers 60°C of insulation from cold. See clothing for a full comparison.
- Quality multiplier: the quality of an item influences it's insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers 108°C of insulation from cold. See quality for a full comparison.
Total insulation for a pawn
The total insulation for a pawn is the sum of the insulation from each piece of apparel. A pawn's minimum comfortable temperature is reduced by their total Insulation - Cold, while their maximum comfortable temperature is increased by their Insulation - Heat.
For example, consider a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt. By default, humans have an acceptable temperature range of 16°C - 26°C. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:
Computing insulation from clothing
Parka cold insulation = muffalo wool cold insulation * parka cold insulation factor * legendary modifier = 30°C * 200% * 1.8 = 108°C
Parka heat insulation = muffalo wool heat insulation * parka heat insulation factor * legendary modifier = 12°C * 0% * 1.8 = 0°C
Shirt cold insulation = cloth cold insulation * shirt modifier * poor modifier = 18°C * 26% * 0.9 = 4.2°C
Shirt heat insulation = cloth heat insulation * shirt modifier * poor modifier = 18°C * 10% * 0.9 = 1.6°C
Adding to base insulation
Minimum acceptable temperature = default minimum acceptable temperature - parka cold insulation - shirt cold insulation = 16 - 108 - 4.2 = -96.2°C
Maximum acceptable temperature = default maximum acceptable temperature + parka heat insulation + shirt heat insulation = 26 + 0 + 1.6 = 27.6°C
So the new comfortable range is -96.2°C - 27.6°C
Flammability
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.
It is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile.
Damaged apparel
Apparel suffers wear and tear when worn causing it to lose hit points over time. They also become damaged when the wearer is attacked, and the apparel absorbs some damage as armor.
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.
HP | Thought | Debuff |
---|---|---|
20% - 50% | "Wearing worn-out apparel" | -3 |
below 20% | "Wearing tattered apparel" | -5 |
Durability does not affect stats such as protection and insulation.
Quality Effects
Quality | Armor Factor |
Insulation Factor |
Market Value | Max Market Value Gain | Deterioration Rate | Beauty |
---|---|---|---|---|---|---|
Awful | 0.6 | 0.8 | 0.5 | - | 2 | -0.1 |
Poor | 0.8 | 0.9 | 0.75 | - | 1.5 | 0.5 |
Normal | 1.0 | 1.0 | 1.0 | - | 1 | 1 |
Good | 1.15 | 1.1 | 1.25 | 500 | 0.8 | 2 |
Excellent | 1.3 | 1.2 | 1.5 | 1000 | 0.6 | 3 |
Masterwork | 1.45 | 1.5 | 2.5 | 2000 | 0.3 | 5 |
Legendary | 1.8 | 1.8 | 5 | 3000 | 0.1 | 8 |
Nudity
Male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered. Most colonists will receive a -6 mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing.
For Nudists the opposite is true - they receive a +20 mood bonus while naked and a -3 mood penalty while clothed.
Special Values
Clothing can have very specific secondary values. The more common ones are:
- Negative movement Speed. This is mostly seen with armor
- Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor
- Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage
Tainted Apparel
Clothing stripped from corpses is considered tainted apparel and is noted with a T. Colonists wearing tainted apparel gain a persistent mood debuff as long as they're wearing it- colonists with Bloodlust do not seem to mind, however.
Number of items | Debuff |
---|---|
1 | -3 |
2 | -5 |
3 | -7 |
4+ | -8 |
Disposal is usually the only option as traders do not buy them (as of 0.19).
Disposal
Apparel can be destroyed using a crematorium or a campfire. Simply create a "Burn apparel" bill, and be sure to uncheck anything you want to keep.
Materials
A number of Materials is available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.
Armor Materials
These materials are primarily used for armor. It includes any metal and in rare cases, even wood or stone might be supported.
Name | Stuff Category | Sharp | Blunt | Heat | Cold Insulation | Heat Insulation | Item HP | Market Value | Commonality | Flammability |
---|---|---|---|---|---|---|---|---|---|---|
Silver | Metallic | 72% | 36% | 36% | 3 | 0 | 0.7 | 1 | 100 | 0.4 |
Gold | Metallic | 72% | 36% | 36% | 3 | 0 | 0.6 | 10 | 0.02 | 0.4 |
Steel | Metallic | 90% | 45% | 72% | 3 | 0 | 1 | 1.9 | 1.0 | 0.4 |
Plasteel | Metallic | 126% | 63% | 108% | 3 | 0 | 2.8 | 9 | 0.05 | 0.2 |
Wood | Woody | 54% | 54% | 90% | 8 | 4 | 0.65 | 1.2 | 1 | 1 |
Uranium | Metallic | 108% | 54% | 90% | 3 | 0 | 2.5 | 6 | 0.05 | 0 |
Jade | Stony | 90% | 45% | 54% | 3 | 0 | 0.5 | 5 | 0.05 | 0 |
Clothing Materials
All variants of Fabric and Leathers.
Name | Stuff Category | Sharp | Blunt | Heat | Cold Insulation | Heat Insulation | Item HP Multiplier | Market Value | Commonality | Flammability |
---|---|---|---|---|---|---|---|---|---|---|
LeatherBase | Leathery | 81% | 24% | 150% | 16 | 16 | 1.3 | 2.1 | 0.025 | 1 |
Plain Leather | Leathery | 81% | 24% | 150% | 16 | 16 | 1.3 | 2.1 | 0.020 | 1 |
Dog Leather | Leathery | 81% | 24% | 150% | 14 | 16 | 1.3 | 2.0 | 0.075 | 1 |
Wolfskin | Leathery | 102% | 24% | 150% | 24 | 16 | 1.3 | 3.0 | 0.075 | 1 |
Panthera fur | Leathery | 93% | 24% | 150% | 16 | 24 | 1.3 | 3.0 | 0.025 | 1 |
Camelhide | Leathery | 81% | 24% | 150% | 16 | 24 | 1.3 | 2.3 | 0.05 | 1 |
Bluefur | Leathery | 81% | 24% | 150% | 20 | 16 | 1.3 | 2.3 | 0.025 | 1 |
Bearskin | Leathery | 112% | 24% | 150% | 20 | 20 | 1.3 | 3.4 | 0.05 | 1 |
Human Leather | Leathery | 64% | 24% | 150% | 12 | 12 | 1.3 | 4.2 | 0.025 | 1 |
Pigskin | Leathery | 64% | 24% | 150% | 12 | 12 | 1.3 | 1.9 | 0.05 | 1 |
Lightleather | Leathery | 54% | 14% | 150% | 12 | 12 | 1.3 | 1.9 | 0.25 | 1 |
Birdskin | Leathery | 67% | 14% | 150% | 10 | 10 | 1.3 | 1.8 | 0.025 | 1 |
Chinchilla Fur | Leathery | 67% | 14% | 150% | 30 | 16 | 1.3 | 6.5 | 0.025 | 1 |
Foxfur | Leathery | 81% | 21% | 150% | 20 | 16 | 1.3 | 3.5 | 0.075 | 1 |
Lizardskin | Leathery | 81% | 27% | 150% | 12 | 12 | 1.3 | 2.1 | 0.075 | 1 |
Elephant Leather | Leathery | 112% | 24% | 150% | 14 | 12 | 1.3 | 3.0 | 0.025 | 1.5 |
Heavy Fur | Leathery | 124% | 24% | 150% | 30 | 14 | 1.3 | 3.3 | 0.025 | 1.5 |
Rhinoceros Leather | Leathery | 129% | 24% | 150% | 14 | 14 | 1.3 | 4.2 | 0.025 | 1.5 |
Thrumbo Fur | Leathery | 208% | 36% | 150% | 34 | 22 | 1.3 | 14 | 0.0025 | 2.0 |
Patchleather | Leathery | 45% | 19% | 90% | 9 | 9 | 1.3 | 1.5 | 0.075 | 1 |
Cloth | Fabric | 36% | 0% | 18% | 18 | 18 | ? | 1.5 | 1.4 | 1.2 |
Synthread | Fabric | 63% | 0% | 72% | 22 | 22 | 1.3 | 4 | 0.15 | 0.7 |
Devilstrand | Fabric | 140% | 36% | 300% | 20 | 24 | 1.3 | 5.5 | 0.2 | 0.4 |
Hyperweave | Fabric | 200% | 54% | 288% | 26 | 26 | 2.4 | 9 | 0.1 | 0.4 |
Woolbase | Fabric | 36% | 0% | 36% | Cold Insulation | Heat Insulation | ? | 2.7 | 0.12 | ? |
Megasloth Wool | Fabric | 36% | 0% | 36% | 30 | 12 | ? | 2.7 | 0.12 | ? |
Muffalo Wool | Fabric | 36% | 0% | 36% | 30 | 12 | ? | 2.7 | 0.12 | ? |
Camelhair | Fabric | 36% | 0% | 36% | 18 | 26 | ? | 2.7 | 0.12 | ? |
Alpaca Wool | Fabric | 36% | 0% | 36% | 28 | 16 | ? | 2.7 | 0.12 | ? |
Version history
- 0.8.657 - Apparel insulation introduced with temperature system.
- 0.9.722 - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel thought added.
In Beta 18 or earlier each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).