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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trambelus</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trambelus"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Trambelus"/>
	<updated>2026-08-21T06:19:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_Age&amp;diff=208512</id>
		<title>Space Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_Age&amp;diff=208512"/>
		<updated>2024-12-28T09:27:21Z</updated>

		<summary type="html">&lt;p&gt;Trambelus: /* Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Space Age&#039;&#039;&#039; is a paid expansion pack of &#039;&#039;Factorio&#039;&#039; that was released on October 21st 2024. It contains a set of 3 extra mods.&lt;br /&gt;
&lt;br /&gt;
The mods are:&lt;br /&gt;
&lt;br /&gt;
* Space Age, featuring 4 new planets, space platforms, and a reworked tech tree&lt;br /&gt;
* Quality, allowing drastic improvements to buildings and items as a &amp;quot;vertical&amp;quot; growth&lt;br /&gt;
* Elevated Rails, for improved rail routing and better intersections&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
The Space Age mod expands the tech tree and adds four new planets for the player to travel to using [[space platform]]s, each with their own new resources, gameplay mechanics, original music, and unique challenges. &lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Vulcanus}}, a molten, waterless planet whose pools of lava can be casted into metal.&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Fulgora}}, a lightning-prone desert planet where the only resource is piles of scrap left by an alien civilization.&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Gleba}}, a moist, overgrown world of plants and fungi whose biological products eventually degrade into spoilage.&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Aquilo}}, a desolate, freezing globe of liquid ammonia where machines freeze without heating.&lt;br /&gt;
&lt;br /&gt;
Space Age includes 31 new achievements, 30 new intermediate products, 22 new buildings, 5 new science packs, 5 new weapons, 4 new planets, 5 hours of new original music, and 2 new enemy types. Instead of launching a rocket, the end goal of Space Age is to build a space platform capable of reaching the [[solar system edge]].&lt;br /&gt;
&lt;br /&gt;
View the [https://factorio.com/space-age/content official content page]. Watch the [https://www.youtube.com/watch?v=OiczN-8QKDA&amp;amp;ab_channel=Factorio official launch trailer].&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
:{{Main|Quality}}&lt;br /&gt;
&lt;br /&gt;
The Quality mod introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure, the two highest quality tiers require technology not available on [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
In addition, the Quality mod also includes the [[recycler]]{{SA}}, a building capable of turning most items back into their ingredients, albeit at a 75% loss.&lt;br /&gt;
&lt;br /&gt;
== Elevated Rails ==&lt;br /&gt;
&lt;br /&gt;
Adds [[rail ramp]]s{{SA}} and [[rail support]]s{{SA}} to build elevated [[railway|rails]]. Elevated rails act as a second layer of track above the ground, allowing most buildings to be placed underneath. Elevated rails are particularly useful at building more efficient intersections, crossing difficult terrain, or bridging the oceans of [[Nauvis]] or the oil oceans of Fulgora.&lt;/div&gt;</summary>
		<author><name>Trambelus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Damage&amp;diff=208511</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Damage&amp;diff=208511"/>
		<updated>2024-12-28T09:26:30Z</updated>

		<summary type="html">&lt;p&gt;Trambelus: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:player_attacked_by_biters_small.png|thumb|300px|right|Red flashing while taking damage.]]Taking &#039;&#039;&#039;damage&#039;&#039;&#039; is the effect of lowering the health of the [[player]], [[enemies]] or other entities.&lt;br /&gt;
== Overview ==&lt;br /&gt;
In Factorio, entities have health, can die/be destroyed, and have resistances. &#039;&#039;Damage&#039;&#039; is defined as the concept of lowering an entity&#039;s health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity&#039;s resistances will define exactly how much damage the entity will take off of an arbitrary attack.&lt;br /&gt;
&lt;br /&gt;
The player&#039;s maximum health is 250 (without [[energy shield]]s), and this limit can be increased through the [[Health_(research)|Health]]{{SA}} technology. Other entities&#039; health values are listed in their individual entries.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The concept of damage is directly connected to the following achievements:&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
{{Achievement|pyromaniac}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|golem}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
&lt;br /&gt;
== Damage types ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage type !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Physical || {{Icon|Firearm magazine}}{{Icon|piercing rounds magazine}}{{Icon|uranium rounds magazine}}Bullets, {{Icon|shotgun shells}}{{Icon|Piercing shotgun shells}}shotgun shells, {{IconLink|railgun ammo||space-age=yes}}, {{IconLink|defender capsule}}&lt;br /&gt;
[[Enemies#Biters|Biters]] and [[Enemies#Wrigglers|wriggler pentapods]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
| Physical and explosion || {{Icon|cannon shell}}{{Icon|explosive cannon shell}}{{Icon|uranium cannon shell}}{{Icon|explosive uranium cannon shell}}Cannon shells, {{IconLink|artillery shell}}&lt;br /&gt;
|-&lt;br /&gt;
| Impact || Collision (of [[Locomotive|train]]/[[car]]/[[tank]])&lt;br /&gt;
|-&lt;br /&gt;
| Fire || {{IconLink|Flamethrower ammo}}, {{IconLink|flamethrower turret}}&lt;br /&gt;
|-&lt;br /&gt;
| Acid || [[Enemies#Spitters|Spitters]], [[Enemies#Worms|worms]], and [[Enemies#Stompers|stomper pentapods]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
| Poison || {{IconLink|Poison capsule}}&lt;br /&gt;
[[Enemies#Wrigglers|Wriggler pentapods]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
| Explosion || {{Icon|Rocket}}{{Icon|explosive rocket}}{{Icon|atomic bomb}}Rockets, {{Icon|Grenade}}{{Icon|cluster grenade}}grenades, {{IconLink|land mine}}&lt;br /&gt;
[[Enemies#Strafers|Strafer pentapods]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
| Laser || {{IconLink|Laser turret}}, {{IconLink|distractor capsule}}, {{IconLink|personal laser defense}}&lt;br /&gt;
|-&lt;br /&gt;
| Electric || {{IconLink|Discharge defense}}, {{IconLink|destroyer capsule}}, {{IconLink|tesla ammo||space-age=yes}}, {{IconLink|tesla turret||space-age=yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Piercing power ===&lt;br /&gt;
Piercing power is present with [[tank]] ammunition. It determines how much HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.[https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=30917] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
Resistance has two aspects:&lt;br /&gt;
=== Decrease, or &amp;quot;flat&amp;quot; resistance ===&lt;br /&gt;
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn&#039;t be less than 1. If the result damage would be less than 1, an alternate formula is used.&lt;br /&gt;
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then&lt;br /&gt;
&lt;br /&gt;
if R+1&amp;lt;D&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=D-R&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
otherwise if D&amp;gt;1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=1/(R-D+2)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=1/(R+1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Flat Resistance !! Modified damage (with 0% resistance)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 1/2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 1/3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8 || 1/5&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Percentage resistance ===&lt;br /&gt;
&lt;br /&gt;
Percentage resistance reduces the damage by the specified percent. It is applied &#039;&#039;after&#039;&#039; flat/decrease resistances when both are present and thus changes the &#039;modified damage&#039; value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. This is the only way to have an entity immune to a type of damage, as flat reduction cannot reduce damage beneath 1.&lt;br /&gt;
&lt;br /&gt;
As an example, an entity with 25% resistance to physical damage hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The formula used for percentage resistance to damage is as follows:&lt;br /&gt;
&lt;br /&gt;
Let M denote the flat-resistance-modified starter damage, and let P denote the percentage resistance (in decimal form, so 25%=0.25), and let F denote final damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;F = M * (1 - P)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
In Factorio, resistances are displayed in the UI as follows:&lt;br /&gt;
&lt;br /&gt;
Decrease resistance/Percentage resistance (Damage type)&lt;br /&gt;
&lt;br /&gt;
So, an entity that displays 10/20% resistance to fire has 10 flat resistance and 20% percent resistance to fire. If the aforementioned entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied.&lt;br /&gt;
&lt;br /&gt;
The formula used for the above:&lt;br /&gt;
&lt;br /&gt;
16&amp;lt;sup&amp;gt;final damage&amp;lt;/sup&amp;gt; = (30&amp;lt;sup&amp;gt;initial raw damage&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;flat resist&amp;lt;/sup&amp;gt;) * 0.8&amp;lt;sup&amp;gt;20% resistance&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combined formulas ==&lt;br /&gt;
Let D denote the raw incoming damage (of applicable type), R denoted the flat resistance value (against damage of the applicable type), P the percentage resistance (against damage of the same type) in decimal form (e.g. 20%=0.2), and let F denote the final damage (of applicable type) dealt to the target.&lt;br /&gt;
=== If R+1&amp;lt;D ===&lt;br /&gt;
F = (D - R) * (1 - P)&lt;br /&gt;
=== otherwise if D&amp;gt;1 ===&lt;br /&gt;
F = (1 - P) / (R-D+2)&lt;br /&gt;
=== otherwise ===&lt;br /&gt;
F = (1 - P) / (R+1)&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Trambelus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fish_breeding_(research)&amp;diff=208510</id>
		<title>Fish breeding (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fish_breeding_(research)&amp;diff=208510"/>
		<updated>2024-12-28T09:22:32Z</updated>

		<summary type="html">&lt;p&gt;Trambelus: Add trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{:Infobox: Fish breeding (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Of the technologies that require science packs, this is one of only two technologies that do not require [[Automation science pack|Automation science packs]], with the other being [[Health (research)|Health]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Trambelus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Health_(research)&amp;diff=208509</id>
		<title>Health (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Health_(research)&amp;diff=208509"/>
		<updated>2024-12-28T09:21:37Z</updated>

		<summary type="html">&lt;p&gt;Trambelus: /* Trivia */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{:Infobox: Health (research)}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
Adds 50 health to the player per research.&lt;br /&gt;
&lt;br /&gt;
Cost formula = 2^&amp;lt;sup&amp;gt;L&amp;lt;/sup&amp;gt; * 50&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cost Multiplier by Level&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cost Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 3|| 400&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Of the technologies that require science packs, this is one of only two technologies that do not require [[Automation science pack|Automation science packs]], with the other being [[Fish breeding (research)|Fish breeding]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Trambelus</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Damage&amp;diff=208508</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Damage&amp;diff=208508"/>
		<updated>2024-12-28T09:17:01Z</updated>

		<summary type="html">&lt;p&gt;Trambelus: /* Overview */ SA update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:player_attacked_by_biters_small.png|thumb|300px|right|Red flashing while taking damage.]]Taking &#039;&#039;&#039;damage&#039;&#039;&#039; is the effect of lowering the health of the [[player]], [[enemies]] or other entities.&lt;br /&gt;
== Overview ==&lt;br /&gt;
In Factorio, entities have health, can die/be destroyed, and have resistances. &#039;&#039;Damage&#039;&#039; is defined as the concept of lowering an entity&#039;s health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity&#039;s resistances will define exactly how much damage the entity will take off of an arbitrary attack.&lt;br /&gt;
&lt;br /&gt;
The player&#039;s maximum health is 250 (without [[energy shield]]s), and this limit can be increased in [[Space Age]] through the [[Health_(research)|Health]] technology. Other entities&#039; health values are listed in their individual entries.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The concept of damage is directly connected to the following achievements:&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
{{Achievement|pyromaniac}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|golem}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
&lt;br /&gt;
== Damage types ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage type !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Physical || {{Icon|Firearm magazine}}{{Icon|piercing rounds magazine}}{{Icon|uranium rounds magazine}}Bullets, {{Icon|shotgun shells}}{{Icon|Piercing shotgun shells}}shotgun shells, {{IconLink|railgun ammo||space-age=yes}}, {{IconLink|defender capsule}}&lt;br /&gt;
[[Enemies#Biters|Biters]] and [[Enemies#Wrigglers|wriggler pentapods]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
| Physical and explosion || {{Icon|cannon shell}}{{Icon|explosive cannon shell}}{{Icon|uranium cannon shell}}{{Icon|explosive uranium cannon shell}}Cannon shells, {{IconLink|artillery shell}}&lt;br /&gt;
|-&lt;br /&gt;
| Impact || Collision (of [[Locomotive|train]]/[[car]]/[[tank]])&lt;br /&gt;
|-&lt;br /&gt;
| Fire || {{IconLink|Flamethrower ammo}}, {{IconLink|flamethrower turret}}&lt;br /&gt;
|-&lt;br /&gt;
| Acid || [[Enemies#Spitters|Spitters]], [[Enemies#Worms|worms]], and [[Enemies#Stompers|stomper pentapods]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
| Poison || {{IconLink|Poison capsule}}&lt;br /&gt;
[[Enemies#Wrigglers|Wriggler pentapods]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
| Explosion || {{Icon|Rocket}}{{Icon|explosive rocket}}{{Icon|atomic bomb}}Rockets, {{Icon|Grenade}}{{Icon|cluster grenade}}grenades, {{IconLink|land mine}}&lt;br /&gt;
[[Enemies#Strafers|Strafer pentapods]] {{SA}}&lt;br /&gt;
|-&lt;br /&gt;
| Laser || {{IconLink|Laser turret}}, {{IconLink|distractor capsule}}, {{IconLink|personal laser defense}}&lt;br /&gt;
|-&lt;br /&gt;
| Electric || {{IconLink|Discharge defense}}, {{IconLink|destroyer capsule}}, {{IconLink|tesla ammo||space-age=yes}}, {{IconLink|tesla turret||space-age=yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Piercing power ===&lt;br /&gt;
Piercing power is present with [[tank]] ammunition. It determines how much HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.[https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=30917] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
Resistance has two aspects:&lt;br /&gt;
=== Decrease, or &amp;quot;flat&amp;quot; resistance ===&lt;br /&gt;
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn&#039;t be less than 1. If the result damage would be less than 1, an alternate formula is used.&lt;br /&gt;
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then&lt;br /&gt;
&lt;br /&gt;
if R+1&amp;lt;D&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=D-R&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
otherwise if D&amp;gt;1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=1/(R-D+2)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=1/(R+1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Flat Resistance !! Modified damage (with 0% resistance)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 1/2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 1/3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8 || 1/5&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Percentage resistance ===&lt;br /&gt;
&lt;br /&gt;
Percentage resistance reduces the damage by the specified percent. It is applied &#039;&#039;after&#039;&#039; flat/decrease resistances when both are present and thus changes the &#039;modified damage&#039; value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. This is the only way to have an entity immune to a type of damage, as flat reduction cannot reduce damage beneath 1.&lt;br /&gt;
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As an example, an entity with 25% resistance to physical damage hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.&lt;br /&gt;
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The formula used for percentage resistance to damage is as follows:&lt;br /&gt;
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Let M denote the flat-resistance-modified starter damage, and let P denote the percentage resistance (in decimal form, so 25%=0.25), and let F denote final damage.&lt;br /&gt;
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&amp;lt;code&amp;gt;F = M * (1 - P)&amp;lt;/code&amp;gt;&lt;br /&gt;
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--------&lt;br /&gt;
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In Factorio, resistances are displayed in the UI as follows:&lt;br /&gt;
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Decrease resistance/Percentage resistance (Damage type)&lt;br /&gt;
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So, an entity that displays 10/20% resistance to fire has 10 flat resistance and 20% percent resistance to fire. If the aforementioned entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied.&lt;br /&gt;
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The formula used for the above:&lt;br /&gt;
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16&amp;lt;sup&amp;gt;final damage&amp;lt;/sup&amp;gt; = (30&amp;lt;sup&amp;gt;initial raw damage&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;flat resist&amp;lt;/sup&amp;gt;) * 0.8&amp;lt;sup&amp;gt;20% resistance&amp;lt;/sup&amp;gt;&lt;br /&gt;
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== Combined formulas ==&lt;br /&gt;
Let D denote the raw incoming damage (of applicable type), R denoted the flat resistance value (against damage of the applicable type), P the percentage resistance (against damage of the same type) in decimal form (e.g. 20%=0.2), and let F denote the final damage (of applicable type) dealt to the target.&lt;br /&gt;
=== If R+1&amp;lt;D ===&lt;br /&gt;
F = (D - R) * (1 - P)&lt;br /&gt;
=== otherwise if D&amp;gt;1 ===&lt;br /&gt;
F = (1 - P) / (R-D+2)&lt;br /&gt;
=== otherwise ===&lt;br /&gt;
F = (1 - P) / (R+1)&lt;br /&gt;
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{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Trambelus</name></author>
	</entry>
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