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] - - - ? - - - ? ? ?
  1. See Overkill prevention
  2. {0} represents a pawn's name.
  3. Surgery doesn't hurt your outside bits, but getting shot and stuff will.
  4. Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
  5. Fire currently doesn't burn your organs out or anything - ironically good for preserving them.
  6. Able to remove organs without harming outer body parts.
  7. 7.0 7.1 7.2 Does not deal physical damage so does not show up on body parts.
  8. 8.0 8.1 Per point of damage.
  9. Only applies to mechanoids or turrets.

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.

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.

Overkill prevention

Overkill prevention is mechanic by which the destruction of body parts that would reduced to 0 HP or below, is occasionally prevented.

Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question to 0 or below, 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 and any remaining damage is lost. 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". For example, a body part is totally health and has a maximum HP of 10. It is dealt 15 damage by a single attack, which would reduce it to -5. That results in an Overkill Percentage of 50%.

This overkill percentage is then compared to the "overkillPctToDestroyPart" range unique to the damage type. For example, 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. This then provides the final chance for this attack to destroy the body part.

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.

The end result is that weapons that deal high single attack damage are more likely to result in body part destruction than lower damage attacks of their damage type, and that the chance of a body part getting destroyed by a single attack goes up as its HP goes down. It also makes the overkillPctToDestroyPart of each damage type an important factor in the combat performance of weapons that use it.

Damage types

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 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, 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

EMP damage is a fairly unique form of damage that does no direct harm to organic 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.

EMP mainly serves to stun mechanoids, turrets, and mortars. Every stun "damage" inflicts 30 ticks (0.5 secs) 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 2,200 ticks (36.67 secs). 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 700 ticks (11.67 secs) for most items. Some mechanoids in the Biotech DLC Content added by the Biotech DLC have EMP resistance, so are stunned for less time.

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) ticks (0 secs) 100%

Any amount of EMP damage will also:

Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.

RangedStab

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 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 difficulty 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,[Verify] and then 67% of the original post-armor damage is dealt to both parts. Note that is can result in DPS 33% higher than the weapon's nominal value, though damage may be also limited by overkill prevention.

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 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 7.37 damage to the nose and 7.37 to the eye.

Toxic bite

Identical to Bite, but also inflicts a 1.5% severity increase of toxic buildup for each point of Bite damage inflicted, multiplied by the Toxic Resistance of the target and inversely proportional to the body size of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.

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.[Wildmen?]

Toxic bullet

Identical to Bullet, but also inflicts a 0.65% severity increase of toxic buildup for each point of Bullet damage inflicted, multiplied by the Toxic Resistance of the target and inversely proportional to the body size of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.

The tag is set such that animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type, however it is unclear if this is functional or merely a hold over from copying the standard set by toxic bite as that condition cannot occur in vanilla. It is also unclear whether it would apply to colonists hunting with such weapons.[Verify]

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 Resistance of the target and inversely proportional to the body size of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.

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.

Vaporize

Vaporize damage is done by the hellsphere cannon. The default damage is 800, with a default AP of 100% and stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and passable buildings such as armchairs, and 0.1x damage to corpses.

It is resisted by heat armor and heats up the area in which it is fired.[Detail needed]

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.