Damage Types
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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] | - | - | - | ? | - | - | - | ? | ? | ? |
- ↑ See description in Scratch
- ↑ {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.
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 50% of the maximum, not remaining, HP of the brain to the brain of a pawn, it has a 100% chance to be stunned.
In both cases the stun duration appears to be 0.66s
If neither the parentless body part nor a consciousness source are hit, no stun occurs.
Eyes specifically have a 0% hit chance factor against blunt damage, meaning they will never be hit by a blunt attack.
Stun Chance per Percentage of Torso's Maximum HP | 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 applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as walls, for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.
EMP
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EMP damage is a fairly unique form of damage that does no direct harm to living pawns, but temporarily stuns mechanical pawns and some objects.
The weapons that deal EMP damage include:
Additionally, when destroyed the Defoliator condition causer will release a EMP blast with a 9 tile radius.
When inflicted, EMP damage will stun mechanoids and turrets, including mortars and both human and mechanoid turrets. Stunned things will display a visual effect with electrical arcs and sparks. Stun duration is directly proportional to the EMP damage inflicted on the target at a ratio of 30 ticks (0.5 secs) of stun per damage. Most sources do 50 EMP Damage. Zeushammers do 9 EMP damage, and EMP launchers have a base damage of 50 but varying by quality.
After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for 2,200 ticks (36.67 secs). Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid. This time begins ticking down when the stun is applied, and thus the post-stun Adapted duration is 700 ticks (11.67 secs) for most sources. Turrets do not become adapted.
Damage | Sources | Stun Duration | Post-Stun Adaption Duration | Ideal Stun Uptime |
---|---|---|---|---|
9 | Zeushammer, Persona zeushammer | 270 ticks (4.5 secs) | 1,930 ticks (32.17 secs) | 12.27% |
45 | Awful quality EMP launcher | 1,350 ticks (22.5 secs) | 850 ticks (14.17 secs) | 61.36% |
50 | All other sources | 1,500 ticks (25 secs) | 700 ticks (11.67 secs) | 68.18% |
62.5 | Masterwork quality EMP launcher | 1,875 ticks (31.25 secs) | 325 ticks (5.42 secs) | 85.23% |
75 | Legendary quality EMP launcher | 2,250 ticks (37.5 secs) | 0 ticks (0 secs) | 100% |
EMP damage instantly breaks shield belts, which will then recharge using their regular mechanics just as if the shield was depleted by regular damage.
Static shields will be temporarily disabled when either the shield stops an EMP projectile or when EMP damage from any source is dealt to the emitter itself. Projectiles that the shield type does not stop will not have any effect when crossing the shield - the projectile must be intercepted by the shield to disable it. The projectile will be destroyed in the process and will not be have any AoE effects even if it normally would. The burnout low-shield created by using a Low-shield pack stops ground level projectiles and will be disabled for 600 ticks (10 secs), during which time the burnout timer will still count down. The mech low-shields, which stop ground level projectiles, and mech high-shields, which stop high level projectiles, present in Mechanoid cluster will be disabled for 1,080 ticks (18 secs) when hit with an EMP, including when a high-shield intercepts an EMP shell from a mortar. Note that an EMP's area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself. EMPs have no effect on the Skipshield psycast.
EMP damage inflicts brain shock on pawns with the following implants, knocking them unconscious:
EMP damage inflicts vomiting on pawns with the following implants:
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.
If an EMP attack does more EMP damage to a mortar than the it has remaining HP, the mortar will explode.
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. However, it does scale with the Flammability of the target, and is defined by the following graph:
Ignition Chance per Target Flammability |
---|
For example, a normal human with a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing phoenix armor has a flammability of 2% and so has a 1.4% to ignite if any flame damage is taken.
If the pawn is ignited the size of the fire is randomly selected between 15% and 25%, which affects the diffculty of putting it out and the chance to spread.
In addition to weapons that deal flame damage, lightning also deals 10 flame damage its area of effect.
Scratch
Scratch damage does damage differently depending on what part is initially targeted.
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.
If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random, and then 67% of the original post-armor damage is dealt to both parts. This damage may be limited by overkill prevention however.
Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the "Overkill Percentage". This overkill percentage is then compared to the "overkillPctToDestroyPart" range unique to the damage type. In this instance, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range.
Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER) |
This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.
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.
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.
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.
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.
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.
Version history
- Beta 19/1.0 - Bomb damage now does 2x damage vs plants. Note: this was increased in a later version to 4x, as noted above.
- 1.2.2719 - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.
- 1.3.3200 - Thump damage multiplier versus walls reduced from 4x to 2x. Demolish damage multiplier versus impassible buildings reduced from 1 to 0.75.