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Damage

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Overview

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.

The character's maximum health is 100 (without energy shields). Other entities' health values are listed in their individual entries.

Achievements

The concept of damage is directly connected to the following achievements:

Run-forrest-run-achievement.png Run Forrest, run

Destroy 100 trees by impact.

Pyromaniac-achievement.png Pyromaniac

Destroy 10k trees with fire.

Steamrolled-achievement.png Steamrolled

Destroy 10 spawners by impact.

Golem-achievement.png Golem

Survive a hit of 500 damage or more.

Watch-your-step-achievement.png Watch your step

Get killed by a moving locomotive.

Damage Types

Damage type Used by
Physical Bullets (regular/piercing/uranium), shotgun (regular/piercing), biters, axe (iron/steel), defender robots
Impact Collision (of train/car)
Fire Flamethrower
Acid Worm Turrets, Spitters
Poison Poison capsule
Explosion Rockets, Explosive Rockets, Grenade, Cluster grenade
Laser Laser turrets, distractor/destroyer robots, personal laser defense

Piercing Power

Piercing power is present with Tank ammunition and piercing shotgun shells. It determines how many 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.[1] 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.

Resistance

Resistance has two aspects:

  • Decrease, or "flat" resistance

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. Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then if D-R>1 M=D-R otherwise M=1/(1-(D-R))=1/(1+R-D)

Notice that if D-R=1, then M=1 with either formula, hence the overall model for flat resistance is continuous. If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, e.g. if D-R=0, M is 0.5, if D-R=-1, M is 1/3=0.(3)..., etc.

  • Percentile resistance

Percentile resistance reduces the damage by the specified percent. It is applied after flat 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. As an example, an entity having 25% resistance physical damage is hit with a bullet dealing 100 physical damage would take 75 damage instead of 100. Let M denoted the modified damage derived from the applicable formula above, P denote percentage resistance (in decimal form, so 25%=0.25), and F denote final damage, then F=M*(1-P)

In Factorio, resistances are displayed as follows:

Decrease resistance/Percent resistance

So, an entity displaying 10/20% resistance to fire means that that entity has 10 flat resistance and 20% percentile resistance to fire. So, if said entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied. The calculation proceeds as follows: D=30, and R=10, so D-R=20>1, and we use the first formula above for M: M=30-10=20 and since P=20%=0.2, we obtain F=20*(1-0.2)=20*0.8=16

Formulas

Decrease < Damage

Result damage = (Damage - Decrease) * (1 - Percentage)

Decrease >= Damage

Result damage = 1 / (2 + Decrease - Damage) * (1 - Percentage)

An example table of different resistances and what the result damage would be:

Damage Resistance Result damage (0% damage loss)
5 0 5
5 1 4
5 2 3
5 3 2
5 4 1
5 5 1/2
5 6 1/3
5 7 1/4
5 8 1/5
... ... ...