Cutting damage is an inflicted damage type. When a character is hit with a weapon dealing cutting damage, it causes them to bleed. As cutting damage worsens over time if it exceeds over 20 damage, it is important to bandage cuts with First Aid Kits or if a robot, Skeleton Repair Kits. If your health falls below your KO point you will enter a recovery coma and if cutting damage is not bandaged, your injuries may worsen faster than you heal leading to death.
Pierce Damage[]
Pierce damage is an inflicted damage type which is hard countered by armour. When a character is hit by a ranged weapon (Or by a majority of animals) they take a type of cutting damage called Pierce damage which will inflict a massive amount of bleeding. If you have armour with Harpoon resistance it will prevent any cutting damage from being dealt up to the value of the Harpoon resist.
Example you have a Masterwork Dustcoat (44% Cut Resist, 60% Cut Efficiency, 35pts Harpoon Resist) and are shot by a Crossbow which deals 50 Harpoon damage to you.
You would take 15 Harpoon (Cut) damage and the remaining 35pts would be become 6.16 stun damage. (As 35 x 0.44 x (1-0.6) is 6.16) Unlike cut damage the 56% (1-0.44) which your armour didn't mitigate is not actually applied, only the harpoon damage which goes over the harpoon resist value of the armour.
Toughness is then applied to the damage you take to reduce it further. (To prevent a high Toughness character never taking cut damage from harpoon dmg. Important to note that although in game when struck by arrows it may show 0 damage taken you will do take the stun damage, the game just does not display this. The only exception is for Samurai Boots and Heart Protector which have 100% Cut Efficiency which causes no stun damage to be taken from the mitigated damage.)
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. A character's wear damage can be tracked by hovering over the condition bar of the affected body part. However, only wear damage exceeding 5 points or more will be displayed. 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, if a fully healed Skeleton was struck for 200 damage their health would show as 0 and once healed, would only be able to reach 192 health until they sleep in a repair bed. 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.
Health and 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.