Broccoli Clock Posted April 6, 2025 Report Posted April 6, 2025 I was in my house, during a temporal storm, a nightmare drifter appeared behind me, I turn and it one-shotted me. I've killed nightmare drifters before, and I'm sure they've hit me before too, and taken a decent chunk out of my health (~30-50%?) but never completely. It's difficult to compare, with the food stats leaning into your HP (so the red bar could be fill but your HP not maxxed out). I'll just take it on the chin, and learn to run away, but a list of typical DPS would be ideal, at least to prioritise those who can "unalive you" without you having a chance to defend it. Â
Thorfinn Posted April 6, 2025 Report Posted April 6, 2025 Not sure DPS is the ideal stat to use because a massive damage with a long cooldown will give a deceptively low number. Plus, it would be a wide range, is incredibly dependent on your armor, and, really, the important part is when exactly in the attack routine the damage is assessed. It's not hard to calculate. DPS(max) = (mincooldown+attackDurationMs) / 1000 *Â damageByType Min is the same, but using maxcooldown. 1
Broccoli Clock Posted April 6, 2025 Author Report Posted April 6, 2025 (edited) 5 minutes ago, Thorfinn said: Not sure DPS is the ideal stat to use because a massive damage with a long cooldown will give a deceptively low number. Plus, it would be a wide range, is incredibly dependent on your armor, and, really, the important part is when exactly in the attack routine the damage is assessed. It's not hard to calculate. DPS(max) = (mincooldown+attackDurationMs) / 1000 *Â damageByType Min is the same, but using maxcooldown. DPS is the wrong term, sorry, as you are right it's a big hit with a cooldown. What I am looking for is some way of telling how badly something is going to hurt you before you actually get hurt, or killed. Although, to be fair, the issue I was having with the drifter is less about its damage output, but the fact it spawned almost right on top of me. Edited April 6, 2025 by Broccoli Clock
Thorfinn Posted April 6, 2025 Report Posted April 6, 2025 Storms are weird in that while normal spawn rules apply, it does add exceptions to the rules, but there are new rules, too, including spawning within (IIRC) 1.5 blocks from you. Upshot is that I don't think its possible anymore to build a spawn-proof bunker that still lets you knap or clayform. 1
Broccoli Clock Posted April 6, 2025 Author Report Posted April 6, 2025 24 minutes ago, Thorfinn said: Storms are weird in that while normal spawn rules apply, it does add exceptions to the rules, but there are new rules, too, including spawning within (IIRC) 1.5 blocks from you. Upshot is that I don't think its possible anymore to build a spawn-proof bunker that still lets you knap or clayform. I don't mind fighting them, it's recognising the ones I need to avoid. I am sure I've dealt with nightmare drifters in the cave, they are the ones with the long spiked hand (?), and I'm sure they've hit me before but not hit me so hard I was one-tapped. I guess my question would be, "was I lucky before", "was I unlucky this time", or, "do drifters get a damage output buff during temporal storms". I'm not complaining about dying, I like temporal storms, I'll probably end up farming them.
Michael Gates Posted April 6, 2025 Report Posted April 6, 2025 The official wiki has a list of damage per hit for each of the drifter types at https://wiki.vintagestory.at/Drifter . There's a partial page for bowtorn, and I don't see anything at all for shivers. Double-headed drifters are the one practical reason to make cheese 2
Broccoli Clock Posted April 6, 2025 Author Report Posted April 6, 2025 23 minutes ago, Michael Gates said: The official wiki has a list of damage per hit for each of the drifter types at https://wiki.vintagestory.at/Drifter . Thanks for that, I'd somehow missed it previously. For those wondering, these are the nightmare drifter stats.. It mentions base attack, do you know if there are modifiers?
Michael Gates Posted April 6, 2025 Report Posted April 6, 2025 So far as I know, the only modifier for damage from anything is armor. Nothing does like "12 + 1d6" or criticals or headshots or whatever.
Thorfinn Posted April 7, 2025 Report Posted April 7, 2025 (edited) Bowtorn: Spoiler maxhealthByType: { "*-surface": 10, "*-deep": 13, "*-tainted": 18, "*-corrupt": 25, "*-nightmare": 32, "*-gearfoot": 50 [snip] code: "meleeattack", entityCodes: ["player"], priority: 4, damageByType: { "*-surface": 1.5, "*-deep": 2.5, "*-tainted": 5, "*-corrupt": 7, "*-nightmare": 12, "*-gearfoot": 14 }, damageTierByType: { "*-surface": 0, "*-deep": 1, "*-tainted": 2, "*-corrupt": 3, "*-nightmare": 4, "*-gearfoot": 4 }, damageTypeByType: { "*-corrupt": "SlashingAttack", "*-nightmare": "SlashingAttack", "*-gearfoot": "SlashingAttack" }, mincooldown: 500, maxcooldown: 1750, damagePlayerAtMs: 400, attackDurationMs: 1000, animation: "stab", animationSpeed: 1.5, sound: "creature/drifter-hit", soundStartMs: 400 [snip] code: "turretmode", priority: 1.5, priorityForCancel: 3.5, sensingRange: 30, firingRangeMin: 14, firingRangeMax: 29, abortRange: 14, projectileDamageByType: { "*-surface": 5, "*-deep": 6, "*-tainted": 7, "*-corrupt": 8, "*-nightmare": 9, "*-gearfoot": 10, }, projectileDamageTierByType: { "*-surface": 0, "*-deep": 0, "*-tainted": 0, "*-corrupt": 0, "*-nightmare": 0, "*-gearfoot": 0, }, Â Shivers: Spoiler maxhealthByType: { "*-surface": 14, "*-deep": 19, "*-tainted": 25, "*-corrupt": 34, "*-nightmare": 45, "*-stilt": 45, "*-bellhead": 66, "*-deepsplit": 60, } [snip] code: "meleeattack", entityCodes: ["player"], priority: 2, damageByType: { "*-surface": 2.5, "*-deep": 4, "*-tainted": 8, "*-corrupt": 12, "*-nightmare": 20, "*": 24 }, damageTierByType: { "*-surface": 0, "*-deep": 1, "*-tainted": 2, "*-corrupt": 3, "*-nightmare": 4, "*": 4 }, knockbackStrength: { "*-bellhead": 4 }, damageTypeByType: { "*": "SlashingAttack", }, slot: 1, mincooldown: 500, maxcooldown: 1750, damagePlayerAtMs: 400, attackDurationMs: 1000, animation: "bite", animationSpeed: 1, sound: "creature/drifter-hit", soundStartMs: 400 Â And for comparison and completeness, drifters: Spoiler maxhealthByType: { "*-normal": 12, "*-deep": 16, "*-tainted": 22, "*-corrupt": 30, "*-nightmare": 40, "*-double-headed": 54 } [snip] damageByType: { "*-normal": 2.5, "*-deep": 4, "*-tainted": 8, "*-corrupt": 12, "*-nightmare": 20, "*-double-headed": 24 }, damageTierByType: { "*-normal": 0, "*-deep": 1, "*-tainted": 2, "*-corrupt": 3, "*-nightmare": 4, "*-double-headed": 4 }, damageTypeByType: { "*-corrupt": "SlashingAttack", "*-nightmare": "SlashingAttack", "*-double-headed": "SlashingAttack" }, mincooldown: 500, maxcooldown: 1750, damagePlayerAtMs: 400, attackDurationMs: 1000, animation: "standattack", animationSpeed: 1.5, sound: "creature/drifter-hit", soundStartMs: 400 [snip] code: "throwatentity", entityCodes: ["player"], priority: 1.5, priorityForCancel: 9, mincooldown: 1000, maxcooldown: 10000, durationMs: 1200, releaseAtMs: 700, yawInaccuracy: 0.33, seekingRange: 15, animationSpeed: 1.5, animation: "standthrowleft", projectileDamage: 1, projectileDamageTier: 0 }, Â [EDIT] Do remember to adjust the above damage for the monster strength multiplier -- even on Wilderness defaults, tainteds also one-shot until you get your nutrition built up. Corrupts one-shot without Tier 3 armor. Edited April 7, 2025 by Thorfinn 1
Kyle Rick Posted April 7, 2025 Report Posted April 7, 2025 26 minutes ago, Thorfinn said: Bowtorn: Â Hide contents code: "turretmode", priority: 1.5, priorityForCancel: 3.5, sensingRange: 30, firingRangeMin: 14, firingRangeMax: 29, abortRange: 14, projectileDamageByType: { "*-surface": 5, "*-deep": 6, "*-tainted": 7, "*-corrupt": 8, "*-nightmare": 9, "*-gearfoot": 10, }, projectileDamageTierByType: { "*-surface": 0, "*-deep": 0, "*-tainted": 0, "*-corrupt": 0, "*-nightmare": 0, "*-gearfoot": 0, Â I was wondering and now this confirms it that bowtorn ranged attacks does so little with armour even from the highest tier versions because all tier damage types is 0. Wonder if that is intended. I find bowtorns to be not much of a threat myself while I am more concerned for Shivers. 1
LadyWYT Posted April 7, 2025 Report Posted April 7, 2025 On 4/6/2025 at 12:08 PM, Broccoli Clock said: I am sure I've dealt with nightmare drifters in the cave, they are the ones with the long spiked hand (?) Both nightmare and corrupt drifters have the long saw-hand, however, the corrupt drifters will have the "antler" spikes on their heads while the nightmare drifters will have a spiked spinal column. Nightmare drifters also tend to be almost black, while corrupt drifters are a brighter rust color. Double-headed drifters are the ones that hurt the most out of the drifter class, but they're also very easy to spot and only appear during temporal storms. They have two heads, as their name would imply, and rather than any kind of spines they have what seems to be yet another head sticking out back of their shoulders.
wildforester Posted April 8, 2025 Report Posted April 8, 2025 Double header drifters look like they have the usual front head but slashed open, and a backwards facing head.
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