Editing 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|health difficulties]].
 
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|health difficulties]].
 
{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
! Name !! Label !! Category !! Armor Category !! overkillPctToDestroyPart<ref>See [[#Overkill prevention|Overkill prevention]]</ref> !! [[Death]] Message<ref>{0} represents a pawn's name.</ref> !! General Injury !! Skin Injury !! Solid Injury !! Harms Outer Layers<ref>Surgery doesn't hurt your outside bits, but getting shot and stuff will.</ref> !! Affects [[shield belt|shields]] !! Stun duration
+
! Name !! Label !! Armor Category !! overkillPctToDestroyPart<ref>See [[#Overkill prevention|Overkill prevention]]</ref> !! [[Death]] Message<ref>{0} represents a pawn's name.</ref> !! General Injury !! Skin Injury !! Solid Injury !! Harms Outer Layers<ref>Surgery doesn't hurt your outside bits, but getting shot and stuff will.</ref> !! Affects [[shield belt|shields]] !! Stun duration
|- id="Cut"
+
|-id="Cut"
 
! Cut  
 
! Cut  
| cut || Melee Weapons || Sharp || 0% - 10% || {0} has been cut to death. || Cut || Cut || Crack || true || false || -
+
| cut || | Sharp || 0% - 10% || {0} has been cut to death. || | Cut || | Cut || | Crack || | true || | false || | -
|- id="Crush"
+
|-id="Crush"
 
! Crush  
 
! Crush  
| crush || Melee Weapons || Blunt || 40% - 100% || {0} has been crushed to death. || Crush || Cut || Crack || true || true || -
+
| crush || | Blunt || 40% - 100% || {0} has been crushed to death. || | Crush || | Cut || | Crack || | true || | true || | -
|- id="Table Blunt"
+
|-id="Table Blunt"
 
! Blunt
 
! Blunt
| blunt || Melee Weapons || Blunt || 40% - 100% || {0} has been beaten to death. || Crush || Bruise || Crack || true || false || -
+
| blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | -
|- id="Poke"
+
|-id="Poke"
 
! Poke
 
! Poke
| blunt || Melee Weapons || Blunt || 40% - 100% || {0} has been beaten to death. || Crush || Bruise || Crack || true || false || -
+
| blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | -
|- id="Table Demolish"
+
|-id="Table Demolish"
 
! Demolish
 
! Demolish
| blunt || Melee Weapons || Blunt || 40% - 100% || {0} has been beaten to death. || Crush || Bruise || Crack || true || false || -
+
| blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | -
|- id="Stab"
+
|-id="Stab"
 
! Stab
 
! Stab
| stab || Melee Weapons || Sharp || 40% - 100% || {0} has been stabbed to death. || Stab || Stab || Crack || true || false || -
+
| stab || | Sharp || 40% - 100% || {0} has been stabbed to death. || | Stab || | Stab || | Crack || | true || | false || | -
|- id="Table RangedStab"
+
|-id="RangedStab"
 
! RangedStab
 
! RangedStab
| stab || Ranged Weapons || Sharp || 40% - 100% || {0} has been stabbed to death. || Stab || Stab || Crack || true || false || -
+
| stab || | Sharp || 40% - 100% || {0} has been stabbed to death. || | Stab || | Stab || | Crack || | true || | false || | -
|- id="Bullet"
+
|-id="Bullet"
 
! Bullet
 
! Bullet
| bullet || Ranged Weapons || Sharp || 0% - 70% || {0} has been shot to death. || Gunshot || Gunshot || Gunshot || true || true || -
+
| bullet || | Sharp || 0% - 70% || {0} has been shot to death. || | Gunshot || | Gunshot || | Gunshot || | true || | true || | -
|- id="Arrow"
+
|-id="Arrow"
 
! Arrow
 
! Arrow
| arrow || Ranged Weapons || Sharp || 0% - 70% || {0} has been shot to death. || Cut || Cut || Crack || true || true || -
+
| arrow || | Sharp || 0% - 70% || {0} has been shot to death. || | Cut || | Cut || | Crack || | true || | true || | -
|- id="ArrowHighVelocity"
+
|-id="ArrowHighVelocity"
 
! ArrowHighVelocity
 
! ArrowHighVelocity
| arrow || Ranged Weapons || Sharp || 0% - 70% || {0} has been shot to death. || Cut || Cut || Crack || true || true || -
+
| arrow || | Sharp || 0% - 70% || {0} has been shot to death. || | Cut || | Cut || | Crack || | true || | true || | -
|- id="Table Scratch"
+
|-id="Table Scratch"
 
! Scratch
 
! Scratch
| scratch || Melee Weapons || Sharp || 0% - 70% || {0} has been torn to death. || Scratch || Scratch || Crack || true || false || -
+
| scratch || | Sharp || 0% - 70% || {0} has been torn to death. || | Scratch || | Scratch || | Crack || | true || | false || | -
|- id="Table Toxic scratch"
+
|-id="Table Toxic scratch"
 
! ScratchToxic
 
! ScratchToxic
| toxic scratch || Melee Weapons || Sharp || 0% - 70% || {0} has been torn to death. || Scratch || Scratch || Crack || true || false || -
+
| toxic scratch || | Sharp || 0% - 70% || {0} has been torn to death. || | Scratch || | Scratch || | Crack || | true || | false || | -
|- id="Bite"
+
|-id="Bite"
 
! Bite
 
! Bite
| bite || Melee Weapons || Sharp || 0% - 10% || {0} has been bitten to death. || Bite || Bite || Crack || true || false || -
+
| bite || | Sharp || 0% - 10% || {0} has been bitten to death. || | Bite || | Bite || Crack || | true || | false || -
|- id="Table Toxic bite"
+
|-id="Table Toxic bite"
 
! BiteToxic
 
! BiteToxic
| toxic bite || Melee Weapons || Sharp || 0% - 10% || {0} has been bitten to death. || Bite || Bite || Crack || true || false || -
+
| toxic bite || | Sharp || 0% - 10% || {0} has been bitten to death. || | Bite || | Bite || Crack || | true || | false || -
|- id="Table Bomb"
+
|-id="Table Bomb"
 
! Bomb  
 
! Bomb  
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || Shredded || Shredded || Crack || true || true || -
+
|bomb || | Sharp ||? || | {0} has died in an explosion. || | Shredded || | Shredded || | Crack || | true || | true || | -
|- id="BombSuper"
+
|-id="BombSuper"
 
! BombSuper  
 
! BombSuper  
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || Shredded || Shredded || Crack || true || true || -
+
|bomb || | Sharp ||? || | {0} has died in an explosion. || | Shredded || | Shredded || | Crack || | true || | true || | -
|- id="Table Flame"
+
|-id="Table Flame"
 
! Flame
 
! Flame
| flame || Environmental || Heat || ? || {0} has burned to death. || Burn || Burn || Burn || false<ref>Fire currently doesn't burn your organs out or anything - ironically good for preserving them.</ref> || false || -
+
| flame || | Heat || ? ||| {0} has burned to death. || | Burn || | Burn || | Burn || | false<ref>Fire currently doesn't burn your organs out or anything - ironically good for preserving them.</ref> || | false || | -
|- id="Table Burn"
+
|-id="Table Burn"
 
! Burn
 
! Burn
| burn || Environmental || Heat || ? || {0} has burned to death. || Burn || Burn || Burn || false<ref>Fire currently doesn't burn your organs out or anything - ironically good for preserving them.</ref> || false || -
+
| burn || | Heat || ? ||| {0} has burned to death. || | Burn || | Burn || | Burn || | false<ref>Fire currently doesn't burn your organs out or anything - ironically good for preserving them.</ref> || | false || | -
|- id="Table Thump"
+
|-id="Table Thump"
 
! Thump
 
! Thump
| thump || Misc || Sharp || ? || {0} has been shot to death. || Crush || Crush || Crack || true || true || -
+
|thump || | Sharp ||? || | {0} has ?? || | Crush || | Crush || | Crack || | ?? || | ?? || | -
|- id="Table Tornado"
+
|-id="Frostbite"
! TornadoScratch
 
| scratch || Environmental || Sharp || 0% - 70% || {0} has been killed by a tornado. || Scratch || Scratch || Crack || true || false || -
 
|- id="Frostbite"
 
 
! Frostbite
 
! Frostbite
| frostbite || Environmental || || ? || {0} has succumbed to frostbite. || Frostbite || Frostbite || Frostbite || true || false || -
+
| frostbite || | - || ? ||| {0} has succumbed to frostbite. || | Frostbite || | Frostbite || | Frostbite || | true || | false || | -
|- id="Surgical cut"
+
|-id="Surgical cut"
 
! Surgical cut
 
! Surgical cut
| surgical cut || Medical || || ? || {0} has died during surgery. || || || || false<ref>Able to remove organs without harming outer body parts.</ref> || false || -
+
| surgical cut || | - || ? || | {0} has died during surgery. || | - || | - || | - || | false<ref>Able to remove organs without harming outer body parts.</ref> || | false || | -
|- id="Execution cut"
+
|-id="Execution cut"
 
! Execution cut
 
! Execution cut
| execution cut || Medical || || || {0} has been executed by cutting. || Cut || Cut || Cut || false || false || -
+
| execution cut || | - || - ||| {0} has been executed by cutting. || | Cut || | Cut || | Cut || | false || | false || | -
|- id="Table EMP"
+
|-id="Table EMP"
 
! EMP <ref name="stun">Does not deal physical damage so does not show up on body parts. </ref>
 
! EMP <ref name="stun">Does not deal physical damage so does not show up on body parts. </ref>
| - || Stun || || || {0} has been EMPed to death. || || || || true || true || 0.25 s <ref name = duration>Per point of damage.</ref> <ref> Only applies to mechanoids or turrets. </ref>
+
| - || | - || - || | {0} has been EMPed to death. || | - || | - || | - || | true || | true || | 0.25 s <ref name = duration>Per point of damage.</ref> <ref> Only applies to mechanoids or turrets. </ref>
|- id="Stun"
+
|-id="Stun"
 
! Stun <ref name="stun"/>
 
! Stun <ref name="stun"/>
| - || Stun || || || {0} has been stunned to death. || || || || false || true || 0.33 s <ref name = duration></ref>
+
| - || | - || - ||| {0} has been stunned to death. || | - || | - || | - || | false || | true || | 0.33 s <ref name = duration></ref>
 
|-
 
|-
|- id="Smoke"
+
|-id="Smoke"
 
! Smoke <ref name="stun"/>
 
! Smoke <ref name="stun"/>
| - || Misc || – || – || – || – || – || – || ? || ? || ?
+
| - || | - || - ||| ? || | - || | - || | - || | ? || | ? || | ?
|-
 
|- id="Deterioration"
 
! [[Deterioration]]
 
| - || Misc || – || – || – || – || – || – || ? || ? || ?
 
|-
 
|- id="Rotting"
 
! Rotting
 
| - || Misc || – || – || – || – || – || – || ? || ? || ?
 
|-
 
|- id="Mining"
 
! [[Mining]]
 
| - || Misc || – || – || – || – || – || – || ? || ? || ?
 
|-
 
|- id="Extinguish"
 
! Extinguish <ref name="stun"/>
 
| - || Misc || – || – || – || CoveredInFirefoam || CoveredInFirefoam || CoveredInFirefoam || ? || ? || ?
 
 
|}
 
|}
 
<references/>
 
<references/>
 
<noinclude>
 
<noinclude>
 
== General mechanics ==  
 
== General mechanics ==  
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of .8-1.15 before application.
+
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects.  
  
 
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes.  
 
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes.  
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{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER)  
 
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER)  
 
|}
 
|}
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{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP
 
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP
 
|-
 
|-
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}
+
| {{GraphChart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}
+
| {{GraphChart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}
 
|}
 
|}
  
 
=== Bomb ===
 
=== Bomb ===
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and 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, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For ''each'' internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).
+
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and 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, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage.
 
 
=== Bullet ===
 
Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).
 
  
 
=== Burn ===
 
=== Burn ===
 
Identical to [[#Flame|Flame]] except that it cannot ignite targets.
 
Identical to [[#Flame|Flame]] except that it cannot ignite targets.
 
=== Cut ===
 
Each hit rolls 0-100 for how many parts the strike damages. Result 0 - 59 is 1 target.. 60-89 is 2.. 90-99 is 3.. exactly 100 is 4 parts hit. If it's more than 1 target, multiply the damage of the hit by 1.4. Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones).
 
  
 
=== Demolish ===
 
=== Demolish ===
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Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.
 
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.
  
EMP mainly serves to stun [[mechanoid]]s, [[turret]]s, and [[mortar]]s. Every stun "damage" inflicts {{Ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun.
+
EMP mainly serves to stun [[mechanoid]]s, [[turret]]s, and [[mortar]]s. Every stun "damage" inflicts {{ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun.
  
After being stunned, mechanoids become 'Adapted', gaining immunity from further stuns for {{Ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{Ticks|2200-(30*50)}} for most items. Some mechanoids in the [[Biotech DLC]] {{BiotechIcon}} have EMP resistance, so are stunned for less time.
+
After being stunned, mechanoids become 'Adapted', gaining immunity from further stuns for {{ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{ticks|{{#expr: 2200-(30*50)}}}} for most items. Some mechanoids in the [[Biotech DLC]] {{BiotechIcon}} have EMP resistance, so are stunned for less time.
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime
 
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime
 
|-
 
|-
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{Ticks|30*9}}   || {{Ticks|2200-(30*9)}}    || {{%|(30*9) / ((30*9)+(2200-(30*9))) round 2}}
+
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{ticks|{{#expr: 30*9 }} }}  || {{ticks|{{#expr: 2200-(30*9)}}}}    || {{#expr: 100* (30*9) / ((30*9)+(2200-(30*9))) round 2}}%
 +
|-
 +
| 45  || Awful [[quality]] [[EMP launcher]]      || {{ticks|{{#expr: 30*45 }} }}  || {{ticks|{{#expr: 2200-(30*45)}}}}    || {{#expr: 100* (30*45) / ((30*45)+(2200-(30*45))) round 2}}%
 
|-
 
|-
| 45   || Awful [[quality]] [[EMP launcher]]      || {{Ticks|30*45}}   || {{Ticks|2200-(30*45)}}    || {{%|(30*45) / ((30*45)+(2200-(30*45))) round 2}}
+
| 50   || ''All other sources''                  || {{ticks|{{#expr: 30*50 }} }|| {{ticks|{{#expr: 2200-(30*50)}}}}    || {{#expr: 100* (30*50) / ((30*50)+(2200-(30*50))) round 2}}%
 
|-
 
|-
| 50  || ''All other sources''                  || {{Ticks|30*50}}   || {{Ticks|2200-(30*50)}}   || {{%|(30*50) / ((30*50)+(2200-(30*50))) round 2}}
+
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{ticks|{{#expr: 30*62.5 }} }} || {{ticks|{{#expr: 2200-(30*62.5)}}}} || {{#expr: 100* (30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}%
 
|-
 
|-
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{Ticks|30*62.5}} || {{Ticks|2200-(30*62.5)}} || {{%|(30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}
+
| 75  || Legendary [[quality]] [[EMP launcher]] || {{ticks|{{#expr: 30*75 }} }}   || {{ticks|0}} <!--{{ticks|{{#expr: 2200-(30*75)}}}} is less than 0 --> || 100%
 
|-
 
|-
| 75  || Legendary [[quality]] [[EMP launcher]]  || {{Ticks|30*75}}  || {{Ticks|0}} <!--{{Ticks|2200-(30*75)}} is less than 0 --> || 100%
 
 
|}
 
|}
  
 
Any amount of EMP damage will also:
 
Any amount of EMP damage will also:
* Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}})
+
*Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}})
* Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}})
+
*Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}})
* Break [[shield belt]]s, which will recharge as if they reached 0 HP normally.
+
*Break [[shield belt]]s, who will recharge as if they reached 0 HP normally.
* Disable [[low-shield pack]]s {{RoyaltyIcon}} for 0 {{Ticks|600}}; the burnout timer continues to run while stunned.
+
*Disable [[low-shield pack]]s {{RoyaltyIcon}} for 0 {{ticks|600}}; the burnout timer continues to run while stunned.
* Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{Ticks|1200}}. For mech high-shields, an [[EMP shell]] must impact the actual shield; the blast will not disable it.
+
*Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{ticks|1200}}. For mech high-shields, an [[EMP shell]] must impact the actual shield; the blast will not disable it.
* If an EMP attack does more EMP damage to a mortar than the remaining HP it has, the mortar will explode.
+
*If an EMP attack does more EMP damage to a mortar than the it has remaining HP, the mortar will explode.
  
 
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.
 
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.
 
=== RangedStab ===
 
{{Stub|section=1|reason=General}}
 
RangedStab is unlike other damage types in that it can directly apply its damage to an internal body part without damaging the exterior parent. That is, it can deal full damage to a liver but somehow not damage the torso on the way in. In comparison, melee stabs will split damage between internal and parent, while ranged attacks like bullets and arrows will duplicate the damage in its entirety for each part.
 
 
The exception to this is when RangedStab damage is mitigated by armor, at which point it will deal damage to both internal child and external parent, splitting it 50/50. This disparity in damage modes is likely a bug, and it is probably intended that damage is dealt to the parent regardless.
 
  
 
=== Flame ===
 
=== Flame ===
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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:
 
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:
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Ignition Chance per Target Flammability
 
! Ignition Chance per Target Flammability
 
|-
 
|-
| {{Graph:Chart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}
+
| {{GraphChart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}
 
|}
 
|}
  
For example, a normal human has a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] {{RoyaltyIcon}} has a flammability of 2% and so has a 1.4% chance to ignite if any flame damage is taken.  
+
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.  
 
 
{| class="wikitable"
 
|-
 
! Factors !! Flammability !! Ignition Chance upon<br>Flame Damage Taken
 
|-
 
! ''Default Human''
 
| 70% || 100% (1 in 1)
 
|-
 
! [[Genes#Fire resistant|Fire resistant]] {{BiotechIcon}}
 
| 10% || 7% (1 in 14.3)
 
|-
 
! [[Phoenix armor]] {{RoyaltyIcon}}
 
| 2% || 1.4% (1 in 71.4)
 
|-
 
! [[Phoenix armor]] {{RoyaltyIcon}} +<br>[[Genes#Fire resistant|Fire resistant]] {{BiotechIcon}}
 
| 0.2% || 0.14% (1 in 714.3)
 
|-
 
! ''Default Mechanoid''
 
| 0% || 0% (Never)
 
|}
 
  
If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the difficulty of putting it out and the chance to spread.
+
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.
 
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect.
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In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.
 
In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.
  
For example, a [[power claw]] deals {{Q|Power claw|Attack 1 Damage}} scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} damage to the nose and {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} to the eye.
+
For example, a [[power claw]] deals {{Q||Power claw|Attack 1 Damage}} scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} damage to the nose and {{#expr: 0.67*0.5*{{Q|Power claw|Attack 1 Damage}}}} to the eye.
  
 
=== Toxic bite ===
 
=== Toxic bite ===

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