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 | + | ! 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 | | + | | cut || | Sharp || 0% - 10% || {0} has been cut to death. || | Cut || | Cut || | Crack || | true || | false || | - |
− | |- id="Crush" | + | |-id="Crush" |
! Crush | ! Crush | ||
− | | crush | | + | | crush || | Blunt || 40% - 100% || {0} has been crushed to death. || | Crush || | Cut || | Crack || | true || | true || | - |
− | |- id="Table Blunt" | + | |-id="Table Blunt" |
! Blunt | ! Blunt | ||
− | | blunt | | + | | blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | - |
− | |- id="Poke" | + | |-id="Poke" |
! Poke | ! Poke | ||
− | | blunt | | + | | blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | - |
− | |- id="Table Demolish" | + | |-id="Table Demolish" |
! Demolish | ! Demolish | ||
− | | blunt | | + | | blunt || | Blunt || 40% - 100% || {0} has been beaten to death. || | Crush || | Bruise || | Crack || | true || | false || | - |
− | |- id="Stab" | + | |-id="Stab" |
! Stab | ! Stab | ||
− | | stab | | + | | stab || | Sharp || 40% - 100% || {0} has been stabbed to death. || | Stab || | Stab || | Crack || | true || | false || | - |
− | |- id=" | + | |-id="RangedStab" |
! RangedStab | ! RangedStab | ||
− | | stab | | + | | stab || | Sharp || 40% - 100% || {0} has been stabbed to death. || | Stab || | Stab || | Crack || | true || | false || | - |
− | |- id="Bullet" | + | |-id="Bullet" |
! Bullet | ! Bullet | ||
− | | bullet | | + | | bullet || | Sharp || 0% - 70% || {0} has been shot to death. || | Gunshot || | Gunshot || | Gunshot || | true || | true || | - |
− | |- id="Arrow" | + | |-id="Arrow" |
! Arrow | ! Arrow | ||
− | | arrow | | + | | arrow || | Sharp || 0% - 70% || {0} has been shot to death. || | Cut || | Cut || | Crack || | true || | true || | - |
− | |- id="ArrowHighVelocity" | + | |-id="ArrowHighVelocity" |
! ArrowHighVelocity | ! ArrowHighVelocity | ||
− | | arrow | | + | | arrow || | Sharp || 0% - 70% || {0} has been shot to death. || | Cut || | Cut || | Crack || | true || | true || | - |
− | |- id="Table Scratch" | + | |-id="Table Scratch" |
! Scratch | ! Scratch | ||
− | | scratch | | + | | 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 | | + | | toxic scratch || | Sharp || 0% - 70% || {0} has been torn to death. || | Scratch || | Scratch || | Crack || | true || | false || | - |
− | |- id="Bite" | + | |-id="Bite" |
! Bite | ! Bite | ||
− | | bite | | + | | 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 | | + | | 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 | | + | |bomb || | Sharp ||? || | {0} has died in an explosion. || | Shredded || | Shredded || | Crack || | true || | true || | - |
− | |- id="BombSuper" | + | |-id="BombSuper" |
! BombSuper | ! BombSuper | ||
− | | bomb | | + | |bomb || | Sharp ||? || | {0} has died in an explosion. || | Shredded || | Shredded || | Crack || | true || | true || | - |
− | |- id="Table Flame" | + | |-id="Table Flame" |
! Flame | ! Flame | ||
− | | flame | | + | | 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 | | + | | 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 | | + | |thump || | Sharp ||? || | {0} has ?? || | Crush || | Crush || | Crack || | ?? || | ?? || | - |
− | | | + | |-id="Frostbite" |
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− | |- id="Frostbite" | ||
! Frostbite | ! Frostbite | ||
− | | frostbite || | + | | frostbite || | - || ? ||| {0} has succumbed to frostbite. || | Frostbite || | Frostbite || | Frostbite || | true || | false || | - |
− | |- id="Surgical cut" | + | |-id="Surgical cut" |
! Surgical cut | ! Surgical cut | ||
− | | surgical cut || | + | | 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 || | + | | 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> | ||
− | | - || | + | | - || | - || - || | {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"/> | ||
− | | - || | + | | - || | - || - ||| {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"/> | ||
− | | - || | + | | - || | - || - ||| ? || | - || | - || | - || | ? || | ? || | ? |
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|} | |} | ||
<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 | + | 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 | ||
|- | |- | ||
− | | {{ | + | | {{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}} |
− | | {{ | + | | {{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 | + | 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. |
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=== Burn === | === Burn === | ||
Identical to [[#Flame|Flame]] except that it cannot ignite targets. | Identical to [[#Flame|Flame]] except that it cannot ignite targets. | ||
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=== 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 {{ | + | 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 {{ | + | 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]] || {{ | + | | 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}}% | ||
|- | |- | ||
− | | | + | | 50 || ''All other sources'' || {{ticks|{{#expr: 30*50 }} }} || {{ticks|{{#expr: 2200-(30*50)}}}} || {{#expr: 100* (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}}% |
|- | |- | ||
− | | | + | | 75 || Legendary [[quality]] [[EMP launcher]] || {{ticks|{{#expr: 30*75 }} }} || {{ticks|0}} <!--{{ticks|{{#expr: 2200-(30*75)}}}} is less than 0 --> || 100% |
|- | |- | ||
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|} | |} | ||
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, | + | *Break [[shield belt]]s, who will recharge as if they reached 0 HP normally. |
− | * Disable [[low-shield pack]]s {{RoyaltyIcon}} for 0 {{ | + | *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 {{ | + | *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 | + | *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. | ||
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=== 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: | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Ignition Chance per Target Flammability | ! Ignition Chance per Target Flammability | ||
|- | |- | ||
− | | {{ | + | | {{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 | + | 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. |
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− | If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the | + | 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 === |