https://wiki.factorio.com/api.php?action=feedcontributions&user=Thismuffin&feedformat=atomOfficial Factorio Wiki - User contributions [en]2024-03-28T16:11:38ZUser contributionsMediaWiki 1.38.2https://wiki.factorio.com/index.php?title=Damage&diff=187744Damage2021-12-20T21:24:07Z<p>Thismuffin: /* Damage types */ list "Flamethrower turret" under "Fire"</p>
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<div>{{Languages}}<br />
[[File:player_attacked_by_biters_small.png|thumb|300px|right|Red flashing while taking damage.]]Taking '''damage''' is the effect of lowering the health of the [[player]], [[enemies]] or other entities.<br />
== Overview ==<br />
In Factorio, entities have health, can die/be destroyed, and have resistances. ''Damage'' is defined as the concept of lowering an entity's health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity's resistances will define exactly how much damage the entity will take off of an arbitrary attack.<br />
<br />
The player's maximum health is 250 (without [[energy shield]]s). Other entities' health values are listed in their individual entries.<br />
<br />
== Achievements ==<br />
The concept of damage is directly connected to the following achievements:<br />
{{Achievement|run-forrest-run}}<br />
{{Achievement|pyromaniac}}<br />
{{Achievement|steamrolled}}<br />
{{Achievement|golem}}<br />
{{Achievement|watch-your-step}}<br />
<br />
== Damage types ==<br />
{|class="wikitable"<br />
|-<br />
! Damage type !! Used by<br />
|-<br />
| Physical || Bullets ([[Firearm magazine|regular]]/[[Piercing rounds magazine|piercing]]/[[Uranium rounds magazine|uranium]]), shotgun shells ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], [[Defender_capsule|defender robots]]<br />
|-<br />
| Impact || Collision (of [[Locomotive|train]]/[[car]]/[[tank]])<br />
|-<br />
| Fire || [[Flamethrower]], [[Flamethrower turret]]<br />
|-<br />
| Acid || [[Enemies#Worms|Worms]], [[Enemies#Spitters|Spitters]]<br />
|-<br />
| Poison || [[Poison capsule]]<br />
|-<br />
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]], [[Grenade]], [[Cluster grenade]], [[Artillery shell]], [[Land mine]]<br />
|-<br />
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distractor robots]], [[personal laser defense]]<br />
|-<br />
| Electric || [[Discharge defense]], [[Destroyer capsule|destroyer robots]]<br />
|}<br />
<br />
=== Piercing power ===<br />
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&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.<br />
<br />
== Resistance ==<br />
Resistance has two aspects:<br />
=== Decrease, or "flat" resistance ===<br />
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn't be less than 1. If the result damage would be less than 1, an alternate formula is used.<br />
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then<br />
<br />
if R+1<D<br />
<br />
<code>M=D-R</code><br />
<br />
otherwise if D>1<br />
<br />
<code>M=1/(R-D+2)</code><br />
<br />
otherwise<br />
<br />
<code>M=1/(R+1)</code>.<br />
<br />
If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Damage !! Flat Resistance !! Modified damage (with 0% resistance)<br />
|-<br />
| 5 || 0 || 5<br />
|-<br />
| 5 || 1 || 4<br />
|-<br />
| 5 || 2 || 3<br />
|-<br />
| 5 || 3 || 2<br />
|-<br />
| 5 || 4 || 1<br />
|-<br />
| 5 || 5 || 1/2<br />
|-<br />
| 5 || 6 || 1/3<br />
|-<br />
| 5 || 7 || 1/4<br />
|-<br />
| 5 || 8 || 1/5<br />
|-<br />
| ... || ... || ...<br />
|}<br />
<br />
=== Percentage resistance ===<br />
<br />
Percentage resistance reduces the damage by the specified percent. It is applied ''after'' flat/decrease resistances when both are present and thus changes the 'modified damage' 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.<br />
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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.<br />
<br />
<br />
The formula used for percentage resistance to damage is as follows:<br />
<br />
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.<br />
<br />
<code>F = M * (1 - P)</code><br />
<br />
--------<br />
<br />
In Factorio, resistances are displayed in the UI as follows:<br />
<br />
Decrease resistance/Percentage resistance (Damage type)<br />
<br />
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.<br />
<br />
The formula used for the above:<br />
<br />
16<sup>final damage</sup> = (30<sup>initial raw damage</sup> - 10<sup>flat resist</sup>) * 0.8<sup>20% resistance</sup><br />
<br />
== Combined formulas ==<br />
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.<br />
=== If R+1<D ===<br />
F = (D - R) * (1 - P)<br />
=== otherwise if D>1 ===<br />
F = (1 - P) / (R-D+2)<br />
=== otherwise ===<br />
F = (1 - P) / (R+1)</div>Thismuffinhttps://wiki.factorio.com/index.php?title=Tank&diff=178863Tank2020-04-11T14:45:26Z<p>Thismuffin: /* Combat */ change description of worm projectiles from "unavoidable" to "high damage" because they can now be avoided</p>
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<div>{{Languages}}<br />
{{About|the armored combat vehicle|the liquid storage container|Storage tank}}<br />
{{:Infobox:Tank}}<br />
[[File:colored_tanks.png|thumb|right|250px|Tanks, like cars, match the color of the player driving them.]]<br />
<br />
The '''tank''' is a heavy armored fighting vehicle. It is a mid-game vehicle with three weapons; an integrated [[submachine gun]], a short range flamethrower and a powerful cannon that uses [[cannon shell]]s. It, along with the [[car]], are the two non-rail vehicles in Factorio. In multiplayer, it is possible for a [[player]] to enter a tank alongside another player. The passenger can take control of the weapons of the tank using a switch in the GUI of the tank, but cannot steer the tank. <br />
<br />
Since engine units can only be built in assembling machines, tanks (like [[car]]s) cannot be built from scratch by hand from their raw materials. If the tank is destroyed, its inventory is destroyed with it, though the player gets ejected and not killed. Tanks will change color based on the color of the player who drove it last.<br />
<br />
== Achievements ==<br />
{{Achievement|steamrolled}}<br />
{{Achievement|run-forrest-run}}<br />
<br />
==Combat==<br />
The tank is a strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. Additionally, due to the ability to employ drones from within the vehicle, it can be used as a form of drone or capsule transport vehicle, with the player simply using capsules to fight their battles. The tank particularly shines in battle against [[Enemies|Worms]], as their high damage projectiles are much less of a problem for an entity with a high health pool.<br />
<br />
The tank lags behind in speed, however, compared to the player and the car. As a result, it may not perform as well in combat against melee enemies or enemies with shorter range than the player, as it has more difficulty dodging enemies. This may result in the tank being destroyed quickly, leaving the player in a tight spot.<br />
<br />
It is possible to use throwable items such as grenades, poisons, and follower robots while riding in the tank. This makes it possible to perform drive-by attacks on large bases with a reasonable area of effect. Since grenades and tank are available fairly early in the game this enables an effective means of early game expansion before the better known turret creep strategy becomes viable.<br />
<br />
==Movement==<br />
The tank is very robust, and unlike the car can move through and destroy [[tree]]s without taking damage. Even when not moving, simply driving into an entity is enough to damage it. This can also be employed as a weapon against [[enemies]], although certain enemies and structures (nests in particular) will deal high damage to the tank in the process, requiring repair after skirmishes.<br />
<br />
The tank is slower than the car and can be rotated in place while standing still, unlike the car.<br />
<br />
The speed and, in particular, responsiveness of the tank can be improved somewhat by burning better [[fuel]]: The tank, like all other vehicles, gains top speed and acceleration bonuses when running on solid fuel, rocket fuel and nuclear fuel, as opposed to wood or coal. The bonuses are +5% / +15% / +15% top speed and +20% / +80% / +150% acceleration for solid fuel, rocket fuel and nuclear fuel, respectively; wood (and wood products - see [[Fuel]]) and coal both yield the base level of top speed and acceleration.<br />
<br />
== Speeds ==<br />
<br />
===Tank top speed (km/h)===<br />
<br />
Top speed with various fuels on different tiles<br />
<br />
{| class="wikitable"<br />
|-<br />
! !! [[Wood]] !! [[Coal]] !! [[Solid fuel]] !! [[Rocket fuel]] !! [[Nuclear fuel]]<br />
|-<br />
|Sand || 50.1 || 50.1 || 54.8 || 67.1 || 79.1<br />
|-<br />
|Grass || 50.9 || 50.9 || 55.8 || 68.3 || 80.5<br />
|-<br />
|Red desert || 50.9 || 50.9 || 55.8 || 68.3 || 80.5<br />
|-<br />
|Dirt || 51.4 || 51.4 || 56.8 || 69.6 || 82.0<br />
|-<br />
|[[Stone brick|Stone path]]|| 53.4 || 53.4 || 58.5 || 71.6 || 84.4<br />
|-<br />
|Shallow water || 53.9 || 53.9 || 59.1 || 72.3 || 85.3<br />
|-<br />
|[[Concrete]]* || 55.0 || 55.0 || 60.3 || 73.8 || 87.0<br />
|-<br />
|[[Refined concrete]]* || 55.0 || 55.0 || 60.3 || 73.8 || 87.0<br />
|-<br />
|}<br />
<small>* The same stats apply to the [[Hazard concrete|hazard]] [[Refined hazard concrete|version]] of these surfaces.</small><br />
<br />
=== Speed in reverse ===<br />
<br />
The top speed of the car in reverse is ~70.6% of the forward top speed.<br />
<br />
==Capsules and Bots integration==<br />
<br />
[[Capsules]] can be used while inside the tank, including combat robots. [[Construction robot]]s, including those from a [[personal roboport]] within range of the tank, will repair damage if [[repair pack]]s are available. Also, [[logistic robot]]s can still refill the player's inventory.<br />
<br />
== History ==<br />
<br />
{{History|0.18.0|<br />
* Updated sound effects.<br />
}}<br />
<br />
{{History|0.17.0|<br />
* Decreased tank machine gun damage to match the player held submachine gun.<br />
}}<br />
<br />
{{History|0.16.0|<br />
* In multiplayer players can now ride as passengers in cars/tanks.<br />
* Tanks no longer take minuscule amounts of damage from hitting trees.}}<br />
<br />
{{history|0.15.0|<br />
* Added tank flamethrower.<br />
* Buffed tank:<br />
** Increased health from 1,000 to 2,000.<br />
** Added a +100% damage bonus and a +5 tiles range increase to the tank machine gun.}}<br />
<br />
{{history|0.14.0|<br />
* Added support for equipment grids in tanks.}}<br />
<br />
{{history|0.13.18|<br />
* Increased tank machine gun range to 20 tiles.}}<br />
<br />
{{history|0.13.0|<br />
* New icon for tank.}}<br />
<br />
{{history|0.12.26|<br />
* Running biters over in a tank in peaceful mode will now anger them.}}<br />
<br />
{{history|0.12.21|<br />
* When attacking a player in a tank, the tank will be attacked instead of the player directly.}}<br />
<br />
{{history|0.12.2|<br />
* Tanks can now turn in place.<br />
* Tank inventory can now be filtered.}}<br />
<br />
{{history|0.12.0|<br />
* Updated sounds<br />
* Added muzzle flash for tanks<br />
* Tank ammo inventory is refilled from the trunk and player inventory when exhausted.<br />
}}<br />
<br />
{{history|0.11.6|<br />
* Added a small scorch mark when heavy weaponry like the tank cannon fires.}}<br />
<br />
{{history|0.11.0|<br />
* Introduced}}<br />
<br />
==Development data==<br />
Weekly blogs concerning the Tank:<br />
* https://www.factorio.com/blog/post/fff-56<br />
* https://www.factorio.com/blog/post/fff-51<br />
* https://www.factorio.com/blog/post/fff-48<br />
* https://www.factorio.com/blog/post/fff-44<br />
<br />
== See also ==<br />
* [[Car]]<br />
* [[Enemies]]<br />
* [[Damage|Damage & resistances]]<br />
<br />
{{LogisticsNav}}<br />
{{C|Transport}}</div>Thismuffin