Difference between revisions of "Damage"
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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. | #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== |
Revision as of 02:29, 12 July 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). Here's a list of damage types currently in RimWorld:
Armor Categories
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
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 | - | |
Crush | crush | Melee Weapon | Blunt | 40% - 100% | {0} has been crushed to death. | Crush / Cut / Crack / - | true | true | - | |
Blunt | blunt | Melee Weapon | Blunt | 40% - 100% | {0} has been beaten to death. | Crush / Bruise / Crack / - | true | false | - | |
Poke | blunt | Melee Weapon | Blunt | 40% - 100% | {0} has been beaten to death. | Crush / Bruise / Crack / - | true | false | - | |
Demolish | blunt | Melee Weapon | Blunt | 40% - 100% | {0} has been beaten to death. | Crush / Bruise / Crack / - | true | false | - | |
Stab | stab | Melee Weapon | Sharp | 40% - 100% | {0} has been stabbed to death. | Stab / - / Crack / - | true | false | - | |
RangedStab | stab | Ranged Weapon | Sharp | 40% - 100% | {0} has been stabbed to death. | Stab / - / Crack / - | true | false | - | |
Bullet | bullet | Ranged Weapon | Sharp | 0% - 70% | {0} has been shot to death. | Gunshot / - / - / - | true | true | - | |
Arrow | arrow | Ranged Weapon | Sharp | 0% - 70% | {0} has been shot to death by an arrow. | Cut / - / Crack / - | true | true | - | |
ArrowHighVelocity | arrow | Ranged Weapon | Sharp | 0% - 70% | {0} has been shot to death by an arrow. | Stab / - / - / - | true | true | - | |
Scratch | scratch | Melee Weapon | Sharp | 0% - 70% | {0} has been torn to death. | Scratch / - / Crack / - | true | false | - | |
ScratchToxic | toxic scratch | Melee Weapon | Sharp | 0% - 70% | {0} has been torn to death. | Scratch / - / Crack / Toxic buildup | true | false | - | |
Bite | bite | Melee Weapon | Sharp | 0% - 10% | {0} has been bitten to death. | Bite / - / Crack / - | true | false | - | |
BiteToxic | toxic bite | Melee Weapon | Sharp | 0% - 10% | {0} has been bitten to death. | Bite / - / Crack / Toxic buildup | true | false | - | |
Bomb | bomb | Misc | Sharp | ? | {0} has died in an explosion. | Shredded / - / Crack / - | true | true | - | |
BombSuper | bomb | Misc | Sharp | ? | {0} has died in an explosion. | Shredded / - / Crack / - | true | true | - | |
Flame | flame | Environmental | Heat | ? | {0} has burned to death. | Burn / - / - / - | false[4] | false | - | |
Burn | burn | Environmental | Heat | ? | {0} has burned to death. | Burn / - / - / - | false[4] | false | - | |
Thump | thump | Misc | Sharp | ? | {0} has been shot to death. | Crush / - / Crack / - | true | true | - | |
TornadoScratch | scratch | Environmental | Sharp | 0% - 70% | {0} has been killed by a tornado. | Scratch / - / Crack / - | true | false | - | |
Frostbite | frostbite | Environmental | - | ? | {0} has succumbed to frostbite. | Frostbite / - / - / - | true | false | - | |
Surgical cut | surgical cut | Medical | - | ? | {0} has died during surgery. | - / - / - / - | false[5] | false | - | |
Execution cut | execution cut | Medical | - | - | {0} has been executed by cutting. | Cut / - / - / - | false | false | - | |
EMP [6] | - | Stun | - | - | {0} has been EMPed to death. | - / - / - / - | true | true | 0.25 s [7] [8] | |
Stun [6] | - | Stun | - | - | {0} has been stunned to death. | - / - / - / - | false | true | 0.33 s [7] | |
Smoke [6] | smoke | Misc | - | - | - | - / - / - / - | - | ? | - | |
Deterioration | - | Misc | - | - | - | - / - / - / - | - | ? | - | |
Rotting | - | Misc | - | - | - | - / - / - / - | - | ? | - | |
Mining | - | Misc | - | - | - | - / - / - / - | - | ? | - | |
Extinguish [6] | - | Misc | - | - | - | Covered in firefoam / - / - / - | - | ? | - | |
AcidBurn | acid burn | Misc | Sharp | - | {0} has burned to death. | Acid burn / - / - / - | - | ? | - | |
Decayed | decayed organ | Misc | - | - | {0} died from metabolic disruptions caused by organ decay. | - / - / - / - | - | ? | - | |
Vaporize | vaporize | Misc | Heat | - | {0} has been vaporized by extreme heat. | Burn / - / - / - | true | ? | - | |
MechBandShockwave | mech-band shockwave | Stun | - | - | {0} has been shocked to death. | - / - / - / - | - | ? | 1,200 ticks (20 secs) | |
ToxGas | tox gas | Misc | - | - | - | - / - / - / - | - | ? | - | |
Beam | beam | Misc | Heat | 0% - 70% | {0} has been beamed to death. | - / - / - / - | true | ? | - | |
BulletToxic | toxic bullet | Ranged Weapon | Sharp | 0% - 70% | {0} has been shot to death. | Gunshot / - / - / Toxic buildup | true | ? | - | |
ElectricalBurn | electrical burn | Environmental | Heat | - | {0} has died from electrical burns. | Electrical burn / - / - / - | - | ? | - | |
Digested | digestion | Misc | - | - | {0} died from being digested. | - / - / - / - | - | ? | - | |
EnergyBolt | energy bolt | Misc | Sharp | 0% - 70% | {0} has been killed by an energy bolt. | Energy bolt / - / - / - | true | ? | - | |
Nerve | nerve | Misc | Sharp | 0% - 70% | {0} has been killed by nerve shock. | Cut / - / Crack / - | true | ? | - | |
NerveStun | nerve stun | Misc | - | - | - | - / - / - / - | - | ? | 240 ticks (4 secs) | |
Psychic | psychic | Misc | - | - | {0} has been killed by a psychic attack. | Psychic burn / Psychic burn (skin) / Psychic burn (solid) / - | - | ? | - | |
DeadlifeDust | deadlife dust | Misc | - | - | - | - / - / - / - | - | ? | - | |
NociosphereVaporize | vaporize | Misc | Heat | - | {0} has been vaporized by extreme heat. | Burn / - / - / - | true | ? | - |
- ↑ See Overkill prevention
- ↑ {0} represents a pawn's name.
- ↑ Surgery doesn't hurt your outside bits, but getting shot and stuff will.
- ↑ 4.0 4.1 Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
- ↑ Able to remove organs without harming outer body parts.
- ↑ 6.0 6.1 6.2 6.3 Does not deal physical damage so does not show up on body parts.
- ↑ 7.0 7.1 Per point of damage.
- ↑ Only applies to mechanoids or turrets.
Health Difficulties
- 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
Main Article: DPS