Damage/DST

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When a player or mob is attacked or exposed to an environmental hazard, it takes a series of calculations to determine how much Damage it takes, i.e. how much Health it loses.

Damage

Physical Damage

Physical Damage is the most common type of damage in the game. Every mob, before enabling Rifts, only deals physical damage that can be absorbed by Armor's Protection or reduced by mobs' Planar Entity Protection. Almost every Weapon deals physical damage, more or less. It is recommended for players to get a Ham Bat or Dark Sword for their high damage. These weapons, however, will not be as efficient against Rift mobs with Planar Entity Protection.

Physical Damage can be affected by damage multipliers, such as:


Electric Damage WikiImage.png Electric Damage

Electric damage is a special type of physical damage. Its features include:

  • Electric attacks deal 50% more damage against dry targets and 150% more damage against Wet targets than their physical counterparts. There might be inconsistencies with some weapons.
    • For example, an Electric Dart has 60 base damage (as shown in the Scrapbook) that gets increased to 90 by the electric modifier when attacking a dry target.
    • However, Wigfrid's Elding Spear and Charged Elding Spear work differently. They'll only deal electric damage when the target is wet and the bonus damage is only 50%, rather than 150%.
  • Electric attacks Shock their targets (with some exceptions). A shocked creature will play a short animation, during which it will be unable to move or attack.
    • Plant based creatures will be set on fire after getting shocked.

Shock

Shock is a special effect. It most often appears when applied with Electric Damage. A shocked creature will be stun for 0.8 seconds, during which it will be unable to move or attack. The Shock effect can happened again randomly after 2-4 seconds.[Need Clarification]

Shock has a chance to chain nearby creatures. The effect can be synced across all parts of the Great Depths Worm or Deadly Brightshade and its Tunneling Vines, however, it doesn't chain to tamed followers. Shock won't start chain reaction when any entities hit the T.I.N.G.L.E. Nodes field.

Plant-Based Mobs

Any Plant-Based Mobs will only be shocked for 0.4 seconds and will be set on Fire afterwards (but won't if the Electrical attack killed the mob instantly), except for Saladmander, which only get shocked. This includes Wormwood.

The T.I.N.G.L.E. Nodes field won't set them on Fire, but can still shocked them.

Mobs Immune to Shock

These mobs can't get Shocked but may still receive additional damage from Electric attacks.

Objects with Electric damage

Objects Base Damage Damage against dry targets
Damage against wet targets
Notes
Morning Star.png
Morning Star
28.9 43.4 72.3
Electrification Circuit.png

Electrification Circuit

20 30 50
Electric Dart.png
Electric Dart
60 90 150
Volt Goat Chaud-Froid.png
Volt Goat Chaud-Froid
x1 x1.5 x2.5 Volt Goat Chaud-Froid makes all attacks deal Electric Damage upon consumption.
Elding Spear.png
Elding Spear
59.5 *59.5 *89.25 The Elding Spear only deals Electric Damage when its target is wet.

The Lightning Strike ability can shock dry targets.

Charged Elding Spear.png
Charged Elding Spear
59.5 + 20 *59.5 + 20 *89.25 + 20 The Charged Elding Spear only deals Electric Damage when its target is wet.

The Lightning Strike ability can shock dry targets. Planar damage isn't affected by the electrical modifier.

Shockscrap Shots.png

Shockscrap Shot

39.1 *46.9 *74.4 +20% against dry targets; +90% against wet targets[Need Clarification]
Charged Volt Goat.png

Charged Volt Goat

25 37.5 62.5
Lightning.png

Lightning

10 15 25

Mobs Immune to Electricity Damage and Shock

These mobs cannot be shocked and won't take increased damage from Electric attacks. They'll only take the base damage of the weapon (an Electric Dart will only deal 60 damage to them, regardless of the their wetness). It can be indicated by the ring effect and sound triggers from it. This also includes WX-78, Winona's Catapults and all types of walls.

Survivors can wear electrical insulating clothes (like a Rain Coat, Rain Hat or Eyebrella) or electrical insulating armor (W.A.R.B.I.S. Head Gear or W.A.R.B.I.S. Armor) to avoid being Shocked by Electrocution.

Mobs Immune to Electricity Damage, but can be Shocked.

These mobs don't receive additional damage from Electric attacks, but can still be Shocked.


Planar Damage

Planar Damage is a new type of damage introduced in From Beyond, and it does not get affected by the damage multipliers mentioned above. Unlike Physical Damage, Planar Damage cannot be blocked by Armor's Protection or reduced by Planar Entity Protection. It is only affected by Armor's Planar Defense or Damage Reduction.

Creatures with Planar Damage

Mobs Physical Damage Planar Damage Mobs Physical Damage Planar Damage
Navbox Fused Shadeling.png
Fused Shadeling
40
(50 Fused Shadeling Bomb.png)
10
(20 Fused Shadeling Bomb.png)
Navbox Shriek.png
Shriek
25 30
Navbox Jitters.png
Jitters
35 20
Navbox Rasp.png
Rasp
20 20
Navbox Icker.png

Icker

20 20 Navbox Lurking Nightmare2.png

Lurking Nightmare

50 25
Navbox Rictus.png

Rictus

Bite: 35

Leap: 15

Bite: 20

Leap: 10

Navbox Ornery Chest.png

Ornery Chest

30 20
Navbox Grazer.png
Grazer
50 10
Navbox Deadly Brightshade.png
Deadly Brightshade
65
(100 When attacked)
10
(30 When attacked)
Navbox Armored Bearger.png
Armored Bearger
87 30 Navbox Crystal Deerclops.png
Crystal Deerclops
75 30
Navbox Possessed Varg.png
Possessed Varg
50
20 (coldfire)
20 Navbox Bright-Eyed Frog.png
Bright-Eyed Frog
10 5
Navbox Celestial Revenant.png
Celestial Revenant
(player) / (mob)
125 / 166.66 (Roll)
(93.75 Wigfrid Portrait.png)
50 / 66.66 (AoE)
(37.5 Wigfrid Portrait.png)
30 Navbox Enlightened W.A.R.B.O.T..png
Enlightened W.A.R.B.O.T.
? ?
Navbox Celestial Scion.png
Celestial Scion
191.25 (players)
255 (mobs)
35 Navbox Inimical Gestalt.png
Inimical Gestalt
165 15

Weapons with Planar Damage

Weapons Physical Damage Planar Damage Weapons Physical Damage Planar Damage
Brightshade Sword.png
Brightshade Sword
38
(41.8 Brightshade Helm.png)
30
(35 Brightshade Helm.png)
Brightshade Bomb.png
Brightshade Bomb
0 200
Brightshade Staff.png
Brightshade Staff
0 10 Brightshade Smasher.png
Brightshade Smasher
32.5
(25.75 Brightshade Helm.png)
10
(15 Brightshade Helm.png)
Brightshade Shoevel.png
Brightshade Shoevel
17.2
(17.92 Brightshade Helm.png)
10
(15 Brightshade Helm.png)
Shadow Reaper.png
Shadow Reaper
38
(41.8 Void Cowl.png)
18
(23 - 47 Void Cowl.png)
Howlitzer.png
Howlitzer
34 34 Charged Elding Spear.png
Charged Elding Spear
74.37 (111.5 Wettargetdamage.png)
(Wigfrid Portrait.png)
20
Shadow Maul.png
Shadow Maul
38
(41.8 Void Cowl.png)
10
(15 - 39 Void Cowl.png)
Gloomerang.png
Gloomerang
5 - 27.2
(5.5 - 29.92 Void Cowl.png)
5 - 27.2
(10 - 32.2 Void Cowl.png)

Lunar Burning Damage

The Lunar Burning Damage is from Enlightened W.A.R.B.O.T. and Celestial Scion only. It is continuous damage similar to Fire damage, is affected by Planar Defense and the Damage Taken Modifiers for Lunar Aligned players and mobs. Will trigger the panic behavior of mobs. The damage of lunar burning is determined with this formula:

DPS = 40 × ∏ Damage Taken Modifiers for Lunar Aligned - Planar Defense / 2


Other Damage


Additional Damage Multiplier

Here are some additional damage multipliers that affect both Physical Damage and Planar Damage.

  • Characters with a Skill Tree can choose their respective Affinity to aligned with:
  • Brightshade Sword.png Brightshade Smasher.pngBrightshade Shoevel.png deals 10% more total damage to Shadow Aligned mobs.
  • Brightshade Helm.png buff Brightshade Sword.pngBrightshade Smasher.pngBrightshade Shoevel.png damage by 10% and make Brightshade Staff.png bounce 6 times instead 4 times.
  • Shadow Reaper.png Shadow Maul.pngGloomerang.pngdeals 10% more total damage to Lunar Aligned mobs.
  • Void Cowl.png makes Shadow Reaper.png Shadow Maul.pngdeals more Physical and Planar damage and make Gloomerang.pnghave an extra throw.

Armor

Glommer's Flower.png See also: Armor for a list of armors.

Armor is a type of item that the player can wear to reduce the damage taken from threats. Armor generally has two stats called Protection and Planar Defense, which are used to block Physical Damage and Planar Damage respectively.

Some mobs like Pigs and Bunnymen can also wear head slot armor to get benefits from the protection.

Protection

Physical Damage Taken = Physical Damage * (1 - Highest Protection)
  1. Armor absorbs Physical Damage from hits equal proportion to their Protection value.
  2. If wearing more than one piece of armor, only the highest protection is taken into account.
  3. Damage is split among all of the worn armors, weighed by their Protection value.
  4. Unabsorbed physical damage is then subtracted from the character's or mob's Health Meter.png, subject to further damage reduction like from Garlic Powder or Wigfrid's natural defense.

Planar Defense

Attention: Planar Defense is not Planar Entity Protection!

Planar Damage Taken = Planar Damage - Sum of all Planar Defense
  1. Armor absorbs Planar Damage from hits equal quantity to their Planar Defense value.
  2. Damage is evenly distributed to each armor until it reaches the Planar Defense they have.
  3. Unabsorbed planar damage is then subtracted from the character's or mob's Health Meter.png, subject to further damage reduction like from Garlic Powder or Wigfrid's natural defense.

For mobs that deal a low amount of planar damage, such as the Grazer, the amount of planar damage dealt can be reduced into the negatives with this formula. A negative amount of total planar damage received simply means the target takes no planar damage.

Examples

Example: Attack damage of a Spider Queen (80 physical + 0 planar) to a character equipped with a Grass Suit.png and a Football Helmet.png will be distributed as follows:

  • 60% < 80%
  • 80 × 80% = 64 physical damage is absorbed by two armor
    • 64 * 60%/(80%+60%) ≈ 28 is absorbed by Grass Suit.png
    • 64 * 80%/(80%+60%) ≈ 37 is absorbed by Football Helmet.png
  • 0+0 = 0 planar damage is absorbed by two armor
    • 0 planar damage is absorbed by Grass Suit.png
    • 0 planar damage is absorbed by Football Helmet.png
  • (80 − 64) + (0 - 0) = 16 damage is take by the character's Health Meter.png (This is not the final health change, but multiplied by the damage reduction.)

Another example: Attack damage of a Rasp (20 physical + 20 planar) to a character equipped with a Brightshade Armor.png and a W.A.R.B.I.S. Head Gear.png will be distributed as follows:

  • 80% < 85%
  • 20 × 85% = 17 physical damage is absorbed by two armor.
    • 17 * 80%/(85%+80%) ≈ 8.24 is absorbed by Brightshade Armor.png
    • 17 * 85%/(85%+80%) ≈ 8.75 is absorbed by W.A.R.B.I.S. Head Gear.png
  • 10+5 = 15 planar damage is absorbed by two armor.
    • 10 planar damage is absorbed by Brightshade Armor.png
    • 5 planar damage is absorbed by W.A.R.B.I.S. Head Gear.png
  • (20 − 17) + (20 - 15) = 8 damage is take by the character's Health Meter.png (This is not the final health change, but multiplied by the damage reduction.)

Damage Taken Calculation

How Damage Work 2.png

Besides Armors, there are multiple ways to reduce damage taken.

Damage Taken Modifiers

This is a Damage Modifier that takes effect based on the Tags that opposing mobs or characters have, and works on both Physical Damage and Planar Damage. Currently it is only used for affinity with Lunar aligned mobs and Shadow aligned mobs.

  • Some armors have Damage Taken Modifiers against Lunar or Shadow aligned mobs. This applies before armors' defense against physical and planar damage.
    • Brightshade Helm.pngBrightshade Armor.pngBrambleshade Armor.png: each +10% against Lunar aligned mobs, +5% extra for set bonus.
    • Dreadstone Helm.pngDreadstone Armor.png: each +10% extra against Shadow aligned mobs.
    • Void Cowl.pngVoid Robe.png: each +10% against Shadow aligned mobs, +5% extra for set bonus.
  • Characters with a Skill Tree can choose Lunar Affinity or Shadow Affinity.
    • Lunar Affinity: +10% protection from Lunar Aligned mobs and +10% damage to Shadow Aligned mobs.
    • Shadow Affinity: +10% protection from Shadow Aligned mobs and +10% damage to Lunar Aligned mobs.

Physical Damage Taken Modifiers

Planar Entity Protection

Glommer's Flower.png Main article: Planar Entity Protection

Planar Entity Protection is a unique type of damage reduction that applies to planar mobs introduced in From Beyond. This formula calculates how much hit damage will be taken by a mob with planar entity protection:

Damage Taken = 8 * √(Physical Damage + 16) - 32 + Planar Damage

Given that it only reduces Physical Damage and not Planar Damage, weapons with Planar Damage can deal much higher damage to mobs with Planar Entity Protection than weapons without Planar Damage.

Damage Reduction

This reduction applies to physical damage, planar damage, fire damage, freezing damage, overheating damage, and every other kind of damage.

  • Wigfrid has 25% damage reduction.
  • Wooodie's Weremoose has 90% damage reduction. With the Weremoose Mastery skill unlocked, he gains 15 Planar Defense.
  • Eating dishes with Garlic Powder gives 33% damage reduction for 4 minutes.
  • Toadstool with 1 or more Sporecaps. Its damage reduction increases with the number of Sporecaps.
  • Enraged Klaus has 64% damage reduction.
  • Rock Lobster, Slurtle and Snurtle can retreat into their shells and gain 95% Damage Reduction.
  • Celestial Champion Phase 1 can shields itself and gain 80% Damage Reduction.