Damage

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Damage is one of the key measures of a robot. It is determined by weapons mounted on your robot and determines how effective it is in destroying the target robots. Damage that hits a cube can be radiated to connected cubes, spreading damage throughout the robot.

Inflicting Damage[edit | edit source]

Explosive damage[edit | edit source]

There are three explosive damage (area of effect) weapons in Robocraft.

The Plasma Launcher is the only weapon that shoots projectiles in an arc. It's further unique in that it deals damage both on the target hit and on any additional target in the blast radius, allowing it to damage multiple tightly packed robots with the same blast. Mastering it takes skill, as the shots fly in an arc and target range and speed must be accounted for. The plasma is less accurate when fired on the move, which can be useful when firing against groups of enemies. A single plasma blast may damage as many targets as are in its splash damage range.

The Aeroflak Cannons and Lock-on Missile Launchers are also explosive damage weapons.

The amount of splash damage is dependent on the distance from the point of impact to closest part of the target(s). If the shot directly impacts the target, 100% damage is applied. This decreases with distance until the maximum range of the splash damage, where only 20% damage is applied. Splash damage connects with a single part on a robot, then the damage is spread in the same way as the Lasers, Rail Guns, and Nanos.

Melee Damage[edit | edit source]

The Tesla Blade is the only weapon that deals melee damage.

Barrier Protection and Resistivity[edit | edit source]

These features have been removed and are obsolete.

All cubes have a Barrier Protection and Resistivity statistic. They determine how much damage is absorbed by the part. All other damage passes through to the connecting cubes. Barrier Protection affects damage caused by Plasma Launchers, while Resistivity affects damage caused by Rail Cannons and Tesla Blades. For example, if the Barrier Protection of a cube is 30%, 70% of plasma damage will flow into the next cube. Caterpillar Tracks have 100% Resistivity and Barrier Protection, meaning that no damage will automatically pass through to the chassis unless they are destroyed. SMGs have a low resistivity, meaning that a lot of the damage will flow into the cubes they are setting on.

Protonivity[edit | edit source]

Main article: Protonivity

All weapons have a stat called ‘Protonivity’, which is a multiplier on how much damage they deal to Protonium crystals, to ensure all weapons can effectively destroy Towers and Reactors at a rate that is balanced. SMGs have 100% Protonivity; Plasma Launchers have 175% Protonivity; Rail Cannons have 280% Protonivity; Tesla Blades only have 10% Protonivity. (This is to ensure that tesla rushes are ineffective).

Receiving damage[edit | edit source]

When a shot hits any cube of your robot;

  1. The damage is applied against the shield and then armour value of the cube (starting cube).
  2. Any excess damage is passed on, at random, to a cube connected to the starting cube.
  3. If there is still leftover damage, another cube is chosen, at random, from the cubes connected to the starting cube.
  4. If all connections to the starting cube are destroyed AND there is still leftover damage, the next "ring" of cubes connected to the recently destroyed ones are chosen at random.
  5. This process repeats until all damage is spent.
  • Damage is always transferred in a ripple-pattern, not a random electricity-like path, and is never lost at dead ends.
  • When all of the damage has been assigned, dead cubes are removed/destroyed. When your bot is split into parts, the part with higher CPU count is considered the "main body", and blocks not connected to it are destroyed.
  • This damage model has lead to specialised arrangements of armour cubes, often called Triforce Armor, to try to control the direction of damage spread.

Repairing[edit | edit source]

The speed that a cube is repaired is defined by its health. The more health a cube has, the slower it heals.

Trivia[edit | edit source]

  • The Barrier Protection statistics are supposedly determined by the shape of the block. For example, SMGs and Radar have low Barrier Protection, while Electroplates have high Barrier Protection.
  • The damage assignment was bugged during alpha - excess damage could reach a "dead end" and would not be applied to further cubes. This was fixed as of July 31, 2014.
  • Barrier Protection and Resistivity took the place of the Anti-Gunbrella mechanic used before them. 50% of Rail damage and 80% of Plasma damage were transferred directly to the mounting blocks of non-chassis cubes on hit, which allowed the weapons to easily destroy hardware and cause significant damage to a craft through the mounts. This made it impossible to effectively use weapons and thrusters as shields (a "gunbrella") for the chassis cubes beneath them.