User:Zflocco

From RimWorld Wiki
Jump to navigation Jump to search

This is my page, Yarr.


You can figure out the hunger rate by the following : Humans have a hunger rate of 1, Humans also need 1.6 Nutrition per day, Ergo the forumala for figuring out Hunger rate is : Nutrition per day ÷ 1.6 E.G. Elephants need 3.2 Nutrition per day, therefore their Hunger rate is 2 : 3.2÷1.6=2







Cataphract Helmet

Quality Sharp Armor Blunt Armor Heat Armor Cold Insulation Heat Insulation Hitpoints Value
Awful 72% 30% 36% 5.8f 2.9f 180 $370
Poor 96% 40% 48% 6.5f 3.2f 180 $560
Normal 120% 50% 60% 7.2f 3.6f 180 $745
Good 138% 57.5% 69% 7.9f 4f 180 $930
Excellent 156% 65% 78% 8.6f 4.2f 180 $1115
Masterwork 174% 72.5% 87% 10.8f 5.4f 180 $1860
Legendary 200% 90% 108% 13f 6.5f 180 $3720

Cataphract Armor

Quality Sharp Armor Blunt Armor Heat Armor Cold Insulation Heat Insulation Hitpoints Value
Awful 72% 30% 36% 51.8f 17.3f 400 $1560
Poor 96% 40% 48% 58.3f 19.4f 400 $2340
Normal 120% 50% 60% 64.8f 21.6f 400 $3120
Good 138% 57.5% 69% 71.3f 23.8f 400 $3620
Excellent 156% 65% 78% 77.8f 25.9f 400 $4120
Masterwork 174% 72.5% 87% 97.2f 32.4f 400 $5120
Legendary 200% 90% 108% 116.6f 38.9f 400 $6120

Armor rating

There are several types of armor ratings;

Name Label Description
Blunt Armor - Blunt Protection against blunt damage like club attacks, rock falls, and explosions.
Piercing Armor - Piercing Protection against piercing damage like bullets, knife stabs, and animal bites.
Heat Armor - Heat Protection against temperature-related damage like burns.

Each point of armor gives a chance to harmlessly deflect damage, and another separate chance to mitigate it, instead receiving half the damage as blunt damage. This is calculated as follows:

  1. The armor rating is reduced by the armor penetration value, dependent on the weapon.
  2. The remaining armor rating is then compared against a random number from 0 to 100:
    • If the random number is under half the armor rating, the damage deflects harmlessly.
    • If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.
    • If the random number is greater than the armor rating, the armor has no effect.
  • Maximum armor rating is at 200%.

Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage.

Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, if modded armor is worn.

Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.

In Beta 18 or earlier:

  • Each point of armor from 1 - 50% reduces damage by 1%.
  • Each point of armor between 51 - 100% provides a 1% chance to not take damage.
  • Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.
  • Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).


Sharp : 55% DR and Deflection for Normal, 75% DR/Deflect for Legendary Blunt : 50% DR for Normal, 50% DR and 40% Deflect for Legendary - Meaning Blunt is more effective against Cataphracts Heat : 50% DR and 10% deflect for normal, 52% DR/Deflect for Legendary


Sharp/Blunt/Heat Armor by 35/20/40% for armorskin Sharp/Blunt/Heat Armor by 50/40/70% for stoneskin


120+35=155 (normal+armor) = 55+8.75= 63.75 DR/Deflect for sharp 120+50=170 (normal+stone) = 55%+12.5=67.5% DR/Deflection for sharp

50+40 = 90 (normal+stone) = 50% DR/40% Deflect for blunt

60+70= 130 (normal+stone) = 57.5% DR/Deflect for heat


200+50= 250 (legendary+stone) = 50+37.5 (150 over 100) = 87.5% DR/Deflect for sharp 90+40=130 (legend+stone) = 57.5% DR/Deflect for blunt 108+70=178 (leg+ston) = 69.5% DR/Deflect