Health / Damage | Description / How to Calculate |
---|---|
Health |
|
Attack Resilience |
|
Fire Resilience |
|
Fall Resilience |
|
Stamina |
|
Sleep |
|
Hunger |
|
Freezing |
|
Over Heating |
|
Flu |
|
Sickness |
|
As of 1.26, time to regenerate health from 0 to 100% is as follows:
- Harmless – 1 minute
- Challenging (when hungry) – no regeneration
- Challenging (normal) – 15 minutes
- Challenging (when sleeping) – 10 minutes
Cruel mode is the same as Challenging. Health does not regenerate in Adventure mode.
Remember that a full day/night cycle in SurvivalCraft is about 20 minutes long.
_____
Kaalus has recently fully explained combat damage calculations. Here is his statement:
Here's the way the game calculates attack damage:
Each animal has a life value that is between 0 and 1 (dead to full health). The life value of player is displayed as hearts. A successful attack reduces the life value of a creature by the following amount:
damage = attack power of attacker / resilience of target
A random factor of +/- 20% is added to every attack.
For example, a human male using bare hands has an attack power of 1. If attacking a brown bear (resilience 60), the resulting damage will be:
damage = 1 / 60 = 0.0167
Not much. You need about 60 bare hands hits to kill the bear. On the other hand if you’re wielding an iron machete (attack power 7), you just need 8-9 hits.
If the defender is wearing armor, the armor takes the damage instead, leaving body unharmed. After taking enough damage (indicated as Armor Durability in Recipaedia), the armor will disintegrate.
“Soft” types of armor (like leather or fur) only absorb a part of the damage, and the attack still partially damages the body. The percentage of damage armor absorbs is displayed as Armor Protection (0 to 100%) in Recipaeadia. Hard armors have it at 100%, leather at 50%, furs at 25%. For 2.1 I am also making cotton clothes have 10% instead of 0% (so that wearing clothes always helps a bit).