Editing Damage Types

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== 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.
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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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=== 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).
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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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* 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.
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* 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.
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* 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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|}
 
|}
  
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.  
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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 difficulty of putting it out and the chance to spread.
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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.
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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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