7 Days to Die

7 Days to Die

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How do critical injuries work?
Like what counts as a critical injury? I got the perks that reduce critical injury recovery times, but I can't figure out which debuffs that perk does and doesn't apply to...

Also, what exactly can I do to lower the odds of getting injuries? Like does it depend entirely on armor or are there other factors..
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Macdallan 18. mar. kl. 4:00 
My understanding is that almost any debuff you can end up with with from taking damage (falling, combat damage, traps) counts as a critical injury. Sprains, breaks, concussions, bleeding, lacerations, etc. Both of the 7 Days wikis do not have a category for critical injuries but one of the wikis seems to refers to several debuffs caused by damage as critical injuries.

To lower the odds wear better armour, try your best to avoid being hit by enemies, and avoid falling long distances (leg sprain/breaks). Wearing certain armour helps as well. The full raider set, full preacher set (set bonuses) and the enforcer outfit will help reduce the chance of critical injury.
Sidst redigeret af Macdallan; 18. mar. kl. 4:21
Pain Weasel 18. mar. kl. 4:04 
Armor provides critical resistance, but your resistance also decreases the more you are hit so the actual chance is variable, however it resets after you receive an injury. I'm assuming the range is between -100% and 100% but the lowest I've seen it go before getting a critical hit was -60%.

You can see this in the extended character stats window although I recommend using a test game with debug turned on since it locks movement to have the window open.
Sidst redigeret af Pain Weasel; 18. mar. kl. 4:18
Brevan 18. mar. kl. 4:04 
Infection doesn't count as a Crit, but I think everything else does. If you've got a Sprain or Break, then Steroids allow you to function normally with those debuffs, but they won't count down while you're exerting yourself.

Armor's crit-resist number is a little misleading due to how Crits work. You have a "shield" where you can't be critically injured by Zs, and every hit they get on you reduces that shield. WIthout the shield I think every hit from a Z will inflict a critical injury. The shield repairs itself while you're not being hit, and completely regenerates after several seconds. It usually only takes 1-2 hits from Zs to lower the shield, but you can increase that to a few more hits with good armor, Vitamins, and probably other stuff (Pain Killers? Pain Tolerance perk? Last I checked was a19).

Last I checked in v1.0, a rank 6 Preacher set seems to protect you Crits almost completely (ZBears and Direwolves can still injure you), that's probably just a bug though.
Macdallan 18. mar. kl. 4:21 
Oprindeligt skrevet af Pain Weasel:
Armor provides critical resistance, but your resistance also decreases the more you are hit so the actual chance is variable, however it resets after you receive an injury. I'm assuming the range is between -100% and 100% but the lowest I've seen it go before getting a critical hit was -60%.

You can see this in the extended character stats window although I recommend using a test game with debug turned on since it locks movement to have the window open.

Yeah, I read that in a couple old posts but wasn't sure if it was still accurate so didn't post it. Thanks for confirming that it still functions that way.

Oprindeligt skrevet af Brevan:
Last I checked in v1.0, a rank 6 Preacher set seems to protect you Crits almost completely (ZBears and Direwolves can still injure you), that's probably just a bug though.

Can't confirm how well the preacher, raider, or enforcer bonuses seem to help based on in game experience but according to the info on one of the wiki pages the chance to take a crit drops by 40% if you have a quality 6 preacher set, 45% if you have a quality 6 raider set, and 40% if you wear the quality 6 enforcer outfit (just the "outfit", not the whole set).

I have ended up with broken legs after a single dire wolf hit even when I had tier 6 armour, full health, and had not taken any damage in a long time. It seems that certain circumstances can lead to a chance to end up with a critical injury no matter what other factors are involved.
Sidst redigeret af Macdallan; 18. mar. kl. 4:28
xXMagnusXx 20. mar. kl. 0:57 
Thank you all for your answers.

2nd question.:

The physician perks decrease the recovery time for treated critical injuries. Does this stack with the faster recovery given by the healing factor perks or are they separate things?
Pain Weasel 20. mar. kl. 6:11 
Oprindeligt skrevet af xXMagnusXx:
Thank you all for your answers.
The physician perks decrease the recovery time for treated critical injuries. Does this stack with the faster recovery given by the healing factor perks or are they separate things?
Short answer, yes, but it isn't as simple as adding the bonuses together.

Healing Factor speeds up the natural healing rate while Physician speeds up the treated healing rate which is determined by the item you use for healing. A plaster cast for example has a higher treated healing rate than a splint.

Since the total healing rate adds together the natural healing rate (modified by Healing Factor) and the treated healing rate (modified by Physician) you will see faster healing times with both perks but the effect of HF on treated injuries is much lower than the effect on untreated injuries.

The calculation is something like this: natural_healing_rate + (treated_healing_rate * physician_modifier) = total_treated_healing_rate

Your base natural healing rate is 1 (per second) and a broken leg has a debuff counter of 7208, so it takes just over 2 hours to heal naturally.

A plaster cast has a treated healing rate of 3.7 so your total healing rate becomes 4.7 per second which reduces the time to roughly 25 minutes 30 seconds if you apply the cast immediately.

HF 5 doubles the natural healing rate to 2 per second which reduces the natural healing time to 1 hour, but when you apply a plaster cast the treated healing rate becomes 5.7 which works out to 21 minutes.
Sidst redigeret af Pain Weasel; 20. mar. kl. 6:30
Brevan 20. mar. kl. 8:50 
Oprindeligt skrevet af Macdallan:
...according to the info on one of the wiki pages the chance to take a crit drops by 40% if you have a quality 6 preacher set, 45% if you have a quality 6 raider set, and 40% if you wear the quality 6 enforcer outfit (just the "outfit", not the whole set).

I have ended up with broken legs after a single dire wolf hit even when I had tier 6 armour, full health, and had not taken any damage in a long time. It seems that certain circumstances can lead to a chance to end up with a critical injury no matter what other factors are involved.
That wiki info might be misleading, since the %'s on armor aren't about evading Crits, the %'s are just added to the Crit "shield" I mentioned earlier, as far as I can tell from the game's character stats screen.

For example, when I wore rank 6 Raider set I had 71% Crit Resistance on the character screen (Set adds "45%"), but if I swap out a peice, then my Crit Resistance dropped 45% (so about 26% depending on gear). I let a Z beat on me for a while, each hit dropped my Crit Resistance by about 20%, but I never got injured until that Crit Resistance was negative (I still didn't get injured if the Crit Shield was between -1% and -20% but more negative than that the hits injured me ). The game seems pretty buggy though -- r6 Enforcer Outfit's "40%" was not consistently added to my Crit Resistance (so maybe if it fell to negatives this would pop up and bring it positive? Maybe just a display bug?), and while wearing the Raider Set (r6) or Preacher Set (r6) when Crit Resistance was negative I had instances where my Crit Resistance suddenly went back to 71% (as if I'd not been hit in several seconds, but I was just hit, so who knows wtf is happening there). It's those Crit-Resist-Reset instances that is behind my fore-mentioned experience of the rank 6 Preacher Set making you nearly crit immune.

That all said, yeah Dire Wolves and Zombie Bears are special with extra chance of injuring you. I don't know how they interact with the crit-shield or it they just ignore it (them seem to ignore it, thus the first-strike injuries). Pretty sure there was even a note about them being buffed in one of the recent patch notes.
Macdallan 20. mar. kl. 12:34 
Oprindeligt skrevet af Brevan:
Oprindeligt skrevet af Macdallan:
...according to the info on one of the wiki pages the chance to take a crit drops by 40% if you have a quality 6 preacher set, 45% if you have a quality 6 raider set, and 40% if you wear the quality 6 enforcer outfit (just the "outfit", not the whole set).

I have ended up with broken legs after a single dire wolf hit even when I had tier 6 armour, full health, and had not taken any damage in a long time. It seems that certain circumstances can lead to a chance to end up with a critical injury no matter what other factors are involved.
That wiki info might be misleading, since the %'s on armor aren't about evading Crits, the %'s are just added to the Crit "shield" I mentioned earlier, as far as I can tell from the game's character stats screen.

For example, when I wore rank 6 Raider set I had 71% Crit Resistance on the character screen (Set adds "45%"), but if I swap out a peice, then my Crit Resistance dropped 45% (so about 26% depending on gear). I let a Z beat on me for a while, each hit dropped my Crit Resistance by about 20%, but I never got injured until that Crit Resistance was negative (I still didn't get injured if the Crit Shield was between -1% and -20% but more negative than that the hits injured me ). The game seems pretty buggy though -- r6 Enforcer Outfit's "40%" was not consistently added to my Crit Resistance (so maybe if it fell to negatives this would pop up and bring it positive? Maybe just a display bug?), and while wearing the Raider Set (r6) or Preacher Set (r6) when Crit Resistance was negative I had instances where my Crit Resistance suddenly went back to 71% (as if I'd not been hit in several seconds, but I was just hit, so who knows wtf is happening there). It's those Crit-Resist-Reset instances that is behind my fore-mentioned experience of the rank 6 Preacher Set making you nearly crit immune.

That all said, yeah Dire Wolves and Zombie Bears are special with extra chance of injuring you. I don't know how they interact with the crit-shield or it they just ignore it (them seem to ignore it, thus the first-strike injuries). Pretty sure there was even a note about them being buffed in one of the recent patch notes.

Ah, thanks for clarifying that detail. Kind of a wonky system by the way it sounds.
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