Cutting damage is an inflicted damage type. When a character is hit with a weapon dealing cutting damage, it causes the character to bleed. Characters can die when the damaged area of their body falls below a certain point, or if they run out of blood. Therefore, it is important to bandage cuts with First Aid Kits or if a robot, Skeleton Repair Kits.
Stun Damage[]
Stun damage is an inflicted damage type. When a character is hit with a weapon dealing blunt damage, it decreases the condition bar of that targeted area without causing bleeding. This damage does not need to be bandaged with First Aid Kits and will heal on it's own.
Wear and Tear Damage[]
Robot Limbs and Skeleton characters experience Wear and Tear damage after being hurt, meaning that their total health is lowered for the affected body part and it will not fully heal. A character's wear damage can be tracked by hovering over the condition bar of the affected body part. However, the player will not be notified for amounts of wear damage under 5 points. Wear and Tear damage is fixed only through Skeleton Repair Beds. Wear damage is equal to 4% of damage taken. The damage is applied when hit, and is not extra damage added on. So a 100 damage hit will reduce your max health of the body part by 4. Wound degeneration or peeler machines will not add wear damage.
Damage Calculations[]
The damage that you take is cut damage/stun damage modified by your armor and toughness. See Resistances for additional information. Cut resistance and Blunt resistance are from worn armour.
The resulting cut damage is this used again for the next armour piece. The raw cut damage that already was resisted by armour cannot be reduced further. (So if an armour piece had 80% Cut resist the next armour piece would only be able to resist the remaining 20% of the cut damage)
Armor also has a Cut Resistance efficiency. This is the amount of cut damage that is converted into stun damage.
The values shown when hit in game (Provided floaters are enabled) is cut damage + stun damage.
Hitmult[]
When struck in combat a value called hitmult will increase by 1, up to a maximum value of 5 per bodypart. If the current hitmult for a bodypart is over 4 and hit it will not increase. Hitmult decays by 1 over 27.5 in game minutes. If KOed the hitmult of the hit bodypart will go to 2 and will not increase until healed above 0 health (Assuming this is to prevent repeated KOs in the same part over and over again). What hitmult does is as it might sound, multiplies the chance to be hit in a part of your body. Using Hive Solder Drone as an example if you are struck in your chest (140) then the new chance you will be hit in the chest becomes 280. So the % chance to be hit in your chest goes from 25% to 40%. If hit again it becomes 50% and so on. This is why it sometimes may seem as if enemies are focusing on hitting a single part of your body, as they literately are.
Hit Chances By Race[]
The % Hit Chances are prior to being hit and Hitmult being applied. Animal health shown is at age 1.1. Animal front limbs are labeled as Arms in the below charts. Unique boss animals are not listed. Please note that many % Hit chances shown do not always show the exact percent, most are cut off a few decimals in. If a % Hit Chance shows a value like 2.08333...% this means that the 3s are repeating. The races are split into groups (For organization reasons and...) of up to 3 to hopefully prevent issues on smaller screens.