Difference between revisions of "Damage"

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(Comfort Damage)
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Some other sources of physical damage are:
 
Some other sources of physical damage are:
 
* [[Fall Damage|Falls]] inflict physical damage when falling from a height that surpasses the threshold the creature can endure without damage.
 
* [[Fall Damage|Falls]] inflict physical damage when falling from a height that surpasses the threshold the creature can endure without damage.
* [[Lightning]] strikes inflict significant physical damage, often killing in one shot.
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* [[Lightning Strikes|Lightning strikes]] inflict significant physical damage, often killing in one shot.
  
 
== Injury Damage ==
 
== Injury Damage ==

Revision as of 12:10, 5 October 2018

There are many types of damage that can be dealt in Beasts of Bermuda. Damage is any adverse effect that can be applied to an animal by another creature, or by an in-game mechanic. Standard mechanics such as food and thirst drain are not considered forms of damage, being that they are natural and unavoidable.

Physical Damage

Physical damage is the most basic type of damage. Most primary and secondary attacks deal physical damage, though there are some exceptions. It is simple, and just subtracts some HP when it is applied. When HP hits zero, the creature dies. Physical damage dealt is not always consistent. Beasts of Bermuda has a locational damage system that, under certain circumstances, alters how much physical damage is dealt. Most notably, a larger creature will deal half damage if it strikes the smaller creature in the tail.

Some other sources of physical damage are:

  • Falls inflict physical damage when falling from a height that surpasses the threshold the creature can endure without damage.
  • Lightning strikes inflict significant physical damage, often killing in one shot.

Injury Damage

Injury damage is a bit more difficult to understand at first than physical damage. Injury damage inflicts injury onto a target. Most animals will inflict injury damage simultaneously with physical damage, but only if the hit lands on the leg of the other creature. Injury damage is computed in proportion to the square of the amount of physical damage dealt, and in inverse proportion to the size of the hit creature. This ensures that smaller animals are mostly inept at inflicting much injury onto larger ones, especially if they are constantly nibbling at the feet of their foe.

Some animals are immune to injury damage, possessing the sturdy trait. The Velociraptor and Apatosaurus currently are sturdy.

Some animals are able to bypass locational damage constraints on inflicting injury damage, dealing damage regardless by possession of the bruiser trait. The Pachycephalosaurus is currently the only bruiser.

Injury damage is capped at 100%. It does not kill a creature on its own doing, but it slows them down, so it can be quite useful.

Other notable sources of injury damage beyond player-inflicted hits on legs are:

  • Tripping inflicts injury damage, granting 25% injury with each trip.
  • Falls inflict injury, inflicting injury damage in equal fraction to the amount of HP lost from the fall.

Comfort Damage

There are currently two sources of comfort damage in Beasts of Bermuda. Consuming fish without the piscovorous trait will gradually accumulate into negative comfort bias due to comfort damage. The second source of comfort damage is a secret.

Weight Damage

Weight damage occurs when a creature latches onto another, or when a creature grabs another. Weight damage serves to slow the inflicted creature's movement speed. The amount of weight damage applied is related to the size of the pouncing or grabbed creature in relation to the size of the pounced or grabbing creature. Weight damage is removed upon the end of these mechanics.

Knockback Damage

Knockback, in general, is applied when a larger, terrestrial creature collides with a smaller one. Most larger animals have knockback regions applied to their feet such that they are able to kick smaller animals out of their way or off their ankles. The severity of knockback is related to the size ratio between the striking creature and the one struck. A significant size ratio such as betweeen an Apatosaurus and a Velociraptor can send it flying very far, often threatening significant damage related to the impending fall. Another element of computing severity of knockback is the relative angle of the struck creature in relation to the forward vector of the striking creature. A dot product is used to compute knockback severity, and thus glancing hits will merely push an animal out of the way, whereas a full-out kick from head-on will do significantly more knockback. An exception to this is the Apatosaurus, who applies full-strength knockback regardless of angle.

Knockback is the primary means of defense the Apatosaurus uses to get players off its legs.

Some creatures apply knockback regardless of size ratio. An example of this is the Pachycephalosaurus, which can apply significantly stronger knockback than its size suggests otherwise.

Knockback itself applies no other forms of damage, but it often can result in falls, indirectly applying physical and injury damage to the victim.

Thirst Damage

Thirst damage subtracts thirst. The only source of thirst damage currently in-game is from drinking saltwater. Droughts, though not currently in-game, may also apply thirst damage while the player is unsheltered.

Stamina Damage

There is currently only two sources of stamina damage in-game. The first is from falls. Falls subtract stamina in equal fraction to how much HP was lost from the fall.

The second source is from struggling, of which the Ichthyovenator is currently the only creature capable of doing so. Struggling inflicts 50 stamina damage.