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Damage: Difference between revisions

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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 [[player|character]]'s maximum health is 250 (without [[energy shield]]s). Other entities' health values are listed in their individual entries.


== Achievements ==
== Achievements ==
{{Main|Achievements}}
The concept of damage is directly connected to the following achievements:
The concept of damage is directly connected to the following achievement:
{{Achievement|run-forrest-run}}
; Golem
{{Achievement|pyromaniac}}
: Take 500 damage in one hit and survive.
{{Achievement|steamrolled}}
{{Achievement|golem}}
{{Achievement|watch-your-step}}


== Damage Types ==
== Damage types ==
{|class="wikitable"
{|class="wikitable"
|-
|-
! Damage type !! Used by
! Damage type !! Used by
|-
|-
| Physical || Bullets ([[Regular magazine|regular]]/[[Piercing rounds magazine|piercing]]), shotgun ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], axe ([[Iron axe|iron]]/[[Steel axe|steel]]), collision (of [[Diesel locomotive|train]]/[[car]])
| 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]]
|-
| Impact || Collision (of [[Locomotive|train]]/[[car]]/[[tank]])
|-
|-
| Fire || [[Flamethrower]]
| Fire || [[Flamethrower]]
Line 20: Line 28:
| Poison || [[Poison capsule]]
| Poison || [[Poison capsule]]
|-
|-
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]]
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]], [[Grenade]], [[Cluster grenade]], [[Artillery shell]]
|-
|-
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distraction]]/[[Destroyer capsule|destroyer robots]], [[personal laser defense]]
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distractor]]/[[Destroyer capsule|destroyer robots]], [[personal laser defense]]
|}
|}
=== Piercing power ===
Piercing power is present with [[tank]] ammunition and piercing shotgun shells. 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.
== Resistance ==
== Resistance ==
Resistance has two aspects:
Resistance has two aspects:
=== Percentual resistance ===
=== Decrease, or "flat" resistance ===
Is applied first and will just reduce the damage by the specified amount of percent. If the percentage is 100%, the entity is immune to the damage.
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.
=== Decrease resistance ===
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then
It decreases the damage by specified number as long as the result damage wouldn't be less than zero.
 
When the result damage would get less than 0, the extra resistance is used as denominator in the fraction of damage that is going to be dealt
if R+1<D
=== Formulas ===
 
==== Decrease < Damage ====
<code>M=D-R</code>
Result damage = (Damage - Decrease) * (1 - Percentage)
 
==== Decrease >= Damage ====
otherwise if D>1
Result damage = 1 / (2 + Decrease - Damage) * (1 - Percentage)
 
<code>M=1/(R-D+2)</code>
 
otherwise
 
<code>M=1/(R+1)</code>.
 
If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:


{| class="wikitable"
{| class="wikitable"
|-
|-
! Damage !! Resistance !! Result damage (0% damage loss)
! Damage !! Flat Resistance !! Modified damage (with 0% resistance)
|-
|-
| 5 || 0 || 5
| 5 || 0 || 5
Line 61: Line 80:
| ... || ... || ...
| ... || ... || ...
|}
|}
=== Percentage resistance ===
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.
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.
The formula used for percentage resistance to damage is as follows:
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.
<code>F = M * (1 - P)</code>
--------
In Factorio, resistances are displayed in the UI as follows:
Decrease resistance/Percentage resistance (Damage type)
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.
The formula used for the above:
16<sup>final damage</sup> = (30<sup>initial raw damage</sup> - 10<sup>flat resist</sup>) * 0.8<sup>20% resistance</sup>
== Combined formulas ==
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.
=== If R+1<D ===
F = (D - R) * (1 - P)
=== otherwise if D>1 ===
F = (1 - P) / (R-D+2)
=== otherwise ===
F = (1 - P) / (R+1)

Revision as of 18:27, 21 April 2019

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 250 (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 shells (regular/piercing), biters, defender robots
Impact Collision (of train/car/tank)
Fire Flamethrower
Acid Worm Turrets, Spitters
Poison Poison capsule
Explosion Rockets, Explosive Rockets, Grenade, Cluster grenade, Artillery shell
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 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.[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 R+1<D

M=D-R

otherwise if D>1

M=1/(R-D+2)

otherwise

M=1/(R+1).

If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:

Damage Flat Resistance Modified damage (with 0% resistance)
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
... ... ...

Percentage resistance

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.

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.


The formula used for percentage resistance to damage is as follows:

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.

F = M * (1 - P)


In Factorio, resistances are displayed in the UI as follows:

Decrease resistance/Percentage resistance (Damage type)

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.

The formula used for the above:

16final damage = (30initial raw damage - 10flat resist) * 0.820% resistance

Combined formulas

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.

If R+1<D

F = (D - R) * (1 - P)

otherwise if D>1

F = (1 - P) / (R-D+2)

otherwise

F = (1 - P) / (R+1)