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Combat is an inevitable occurrence on Space Station 13. Whether it be between Security and some troublemakers, a Syndicate Agent and their target, or what remains of the station versus an angry, fanatical Blood Cult, you will likely at some point be forced to fight for your own life, or for whatever cause you've pledged to. This guide is split into two sections; Offense and Defense. Offense attempts to detail a list of (almost) every single weapon in the game, be it an improvised bottle, a massive machine gun, or whatever bizarre objects can be utilized to directly damage someone in some capacity. Defense details forms of CC (Crowd Control) as well as explaining the systems behind it, then drawing upon different sources (some of which come from the weapons in Offense) to give a list of what can be used to incapacitate a target through non-lethal means. It also attempts to list the armors that exist in the game. Both sections also include notes on each item that can be useful for understanding how to obtain the item, what factions in the game typically use it, or other miscellaneous properties of the item that are notable or useful. | |||
=How does damage work?= | |||
For information on how to treat damage and what will typically cause certain types of damage, check the [[Guide to medicine|Guide to Medicine]]. | |||
Every single mob in the game has a base health that is reduced by forms of lethal damage. Humanoid individuals (most players) also have stamina health that is reduced by forms of stamina damage. | |||
*Lethal damage is split into the following types: '''Brute''', '''Burn''', '''Toxin''', and '''Oxygen''' | |||
*Nonlethal damage can only be caused by '''stamina''' damage | |||
In addition, every single source of damage has a specific class behind it. These classes are '''Melee''', '''Bullet''', '''Laser''', '''Energy''', '''Bomb''', '''Bio''', '''Rad''', '''Fire''', and '''Acid'''. Each piece of armor has values for each of these classes, and also '''Wound''' armor (explained in [[Guide to Wounds]]). Certain objects or creatures can also have hardiness or DR (damage resistance) respectively. | |||
A source of damage may also have an armor penetration value tied to it. This means it is better (or worse, in the case of a negative AP) at ignoring the armor a target might have. | |||
Whenever an object or creature takes damage, the game first checks the damage class of what is affecting the target. Then it adjusts the force (or damage) of the attack according to whatever armor may exist. The specific formula is '''Armored Force = Attack Force * (1 - (Final Armor / 100))'''. Final Armor has a minimum value of 0, and a maximum value of 100. It is calculated by '''Final Armor = Armor - Armor Penetration'''. '''However''', if AP is negative, it instead calculates at '''Final Armor = Armor / (1 + (Armor Penetration / 100))'''. Then, it checks for any hardiness or DR the target may have, calculating the final damage as '''Final Force = Armored Force - Hardiness?DR'''. The final force is then applied to the target, dealing its numerical value as the type dealt by the weapon. | |||
A mob that suffers lethal damage over its health will die. Non-humanoid mobs ignore stamina damage. | |||
Humanoids have a total of 200 health. A humanoid at 100 or less health is considered in a "critical" state. During this state, they are helpless. In soft crit, from 100->51 health, they can crawl, whisper, and will take one point of oxygen damage every several ticks. In hard crit, from 50->1 health, they can no longer crawl, will take oxygen damage much quicker, cannot see, and whispering will kill them. However, a humanoid that suffers over 100 stamina damage will enter into a stamina crit instead. This will simply hardstun the humanoid; they will fall down and be unable to act, beyond speaking. It takes several seconds without stamina damage in order to heal all of it. | |||
It should be noted that during combat, if an organic suffers over 15 lethal damage in one second, their tenacious heart will produce a small amount of adrenals. This chemical will prevent damage slowdown while processed in the body's system. This fight-or-flight response lasts about ten seconds. It will not happen again in said organic for ten minutes after triggering. | |||
=Offense= | =Offense= | ||
While most items in the game can be used as a | While most items in the game can be used as a weapon, those that are specifically designed for it tend to be far more robust. This section tries to document every single weapon in the game, though it's an ongoing process as weapons are added, tweaked, or removed. | ||
==Melee Weapons== | ==Melee Weapons== | ||
Most station personal lack access to proper firearms, thus if push comes to shove most people will have to rely on the old fashion method of melee combat to deal with a attacker. | Most station personal lack access to proper firearms, thus if push comes to shove most people will have to rely on the old fashion method of melee combat to deal with a attacker. |
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