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1) How can a character get Injury?
2) How can a character get Trauma?
3) What does Injury do to a character?
4) What does Trauma do to a character?
5) What are all the ways to remove Injury?
6) What are all the ways to remove Trauma?
7) Why does Endurance skill say in description "Trauma accrues more slowly", but in the list of actual skill effects it only says "-40$ Injury severity" and nothing about Trauma?
You get injuries when taking damage it seems to be random with bigger hits having higher chance for injury and bigger injuries.(Juggy punches, being pounced by a feral) It scales up pretty bad on the higher difficulties
When you see Trauma/Injury think semi permanent injury that needs time/first aid kit/medical facility to heal. The Missing piece from your health/stamina bar.
Injury resistance lowers how much max health/stam you lose WHEN you get injured. You still get injured about as often but the amount is less. Unbreakable give -100% injury so no how much you get bit no injury will pop up.
Two things to note. You still can get injured even with 100% injury resistance from falling damage and being downed.
a) resting in base with a lvl 2+ infirmary
b) resting in base with a a lvl 1 infirmary with cast-making kit facility mod installed.
c) using a first aid kit
d) using the remove injury(emergency medicine?) ability from the infirmary while in the base
Basically it reduces your current max health until removed by the above. you can see that you are injured by some sort of symbol at the health bar as well as the health bar being greyed out like the stamina bar when fatigued
/EDIT I remember wrong. trauma and injury is basically the same thing. updated to reflect this.
I just know stuff like carry weight, stamina, health get affected but I dont know which thing does which like when you "inhale bloater gas". Really wish Undead Labs was more organized but it is what it is.
That's why unbreakable is a double edged trait
So, in my experience:
Trauma = Overall Damage Taken
Injury = Debuffs After Taking Heavy Damage
Given this,
1) By taking an immense amount of damage like a fall from great height.
2) By taking any damage like getting hit by a zombie
3) Gives an HP Penalty debuff, and an additional random debuff
4) Removes HP
5) First Aid either through a first aid kit, medic tent remove injury, and some passives
6) Any kind of healing like pills will do.
7) So its important to add that Endurance also increases maximum health as well as reducing injury severity. When you consider that "trauma" describes your overall damage taken, increasing your health and reducing the likely hood of injury greatly reduces the percentage of your health being removed after taking damage, thereby Trauma accrues more slowly.
For example, say a zombie hits for 100. (they don't, just an example)
A survivor without endurance has 100% severity, and 200 health. That person gets hit for 100 and now is at ~50% health with an injury debuff.
A survivor with endurance has 60% severity, and 400 health. That person gets hit for 100 and is now at ~75% health without an injury debuff.
Thus the second individual has accrued less "trauma" in that they don't have an injury debuffing their health AND they have more health overall.
Cheers!
Have you checked this before posting? I have just tested with my Unbreakable character and he does have the "fight for your life" chance when he gets down.
So, you think that Trauma is an abstract term in the game used for losing any HP. That's definitely not the case. Trauma has its own icon and is not tied to the amount of HP you've lost.
There can be the case where your HP is full (to the grey zone limit) but you still have a Trauma status.
And vice versa, your HP can be at minimum (almost dead), but you have no Trauma status.
Since none of the replies correspond to what I see in the game, I will do some more testing and get back with my conclusions about these two statuses.
One you get meds to heal, the other you get meds to forget.
If you cant have injuries then you wouldnt be able to get killed in fight for your life
Random example:
(Injury) An injured wrist will reduced max HP/stamina (both?) by 5%.
(Trauma) A broke wrist will reduce by 15%.
I never cared to check. You either have it or don't. You just have to recover it. You can't pee on trauma to make it go away, nor an injury.
This is why Lethal playa's be doing that Level 2 Hospital first thing...., because pee isn't magic.
Now the question is:
If pee had healing properties. Would you let people pee on you?. NO, your own pee makes it hurt more only.
Mmm, so I went back to the lab and started researching. The longer I dug into this question, the more it seems to me that trauma and injury are fairly interchangeable in terms of how they function. They appear to be unique conditions, but they essentially are caused by the same thing and cured by the same thing, with slight variants on the debuffs.
In my gameplay experience, this had caused me to assume that trauma doesn't really exist, as all of the damage that you take on Nightmare causes an immediate injury. After your response, however, I theorized that maybe trauma was some sort of lesser debuff that accrues from low to moderate damage that you don't see on Nightmare. This doesn't appear to be the case either though.
The only things I could find for certain are this:
First, Trauma is accrued through large burst damage. It causes a health debuff and can potentially cause a stamina debuff.
Second, Injuries are accrued through large burst damage. They reduce your maximum available health in stages. The worse the injury, the less max health you have. (Basically an HP Debuff that incrementally raises correlated directly to how much damage you took)
After that it gets muddy, but, for your examples, I think I have an explanation.
The first example is the hp debuff at play. You'll only be able to heal up to that grey limit until you receive first aid. Its possible you took heavy damage, chugged a pill, but still sustained trauma.
The second example is why I underlined burst twice. It has to be massive damage taken all at once in order to cause trauma\injury. You can steadily lose health all the way to nearly dead and not receive an injury\trauma (through things like regular bloater clouds, being hit from the front by normal zombies, etc.)
Honestly, after all that reading, I think it just boils down to semantics. They're caused by the same problem, cause the same problem, and they're solved the same way: take heavy damage, get hp debuff, use first aid. They might be uniquely present in game as two separate possible occurrences, but yeah they're mechanically the same thing.
Anyway, that's all I've got for this one.
Sources:
State of Decay Wiki on Injuries:
SOD2 Wiki - Injuries [stateofdecay.fandom.com]
An IGN article on SOD2 Trauma:
IGN How to remove Trauma in SOD2
An independent(?) article on SOD2 Trauma & Injuries:
Twinfinite How To Cure Injuries & Trauma in SOD2 [twinfinite.net]
A few Reddit posts on SOD2 Trauma, Injuries, Infirmary\Medicine Upgrades:
1) How do I remove Bandage Icon?
2) Medicine Upgrades
3) Do Wounds Heal Naturally?
4) What Are Those Icons?
5) Most Efficient Passive Trauma Recovery
6) How Do I Heal Injuries?
7) Removing Trauma
Cheers!
You don't take injuries when in downed state. Wouldn't or not, Unbreakable survivors survive the downed state and stand up, same as survivors without Unbreakable.
First of all, injuries and trauma are NOT interchangable and are not the same statuses in State of Decay 2.
------------------
-----Trauma-----
------------------
The only way I have found to accrue Trauma is to be downed. While your character is in the downed state (or how it's called in Borderlands "Fight For Your Life" state). When the character is inflicted any damage while downed (hit by zombie, burnt by fire etc.) - part of his life bar becomes greyed out (reserved) and reservation grows while you keep being damaged. If life reservation caused by trauma exceeds remaining life points, the character dies.
The max life reservation by trauma happens EACH TIME you get damage while downed, chances are NOT calculated here (or, in other words, the chance to get trauma is 100% each time you are damaged in downed state).
This reserved (greyed out) part of HP is additive with Injuries, which also reserve some of your life bar. Unlike Injuries, Trauma does not have different types, it is always called "Trauma" in the character sheet.
Trauma never affects your stamina.
Unbreakable trait does not prevent you from getting Trauma in any way. Endurance core skill says "Trauma accrued more slowly", which IMO means that while you are downed, your max health is reserved at a slower rate than normal.
Some Trauma can be removed instantly in the Infirmary (Emergency Medicine) or by First Aid Kit, both can get you back up to 50 reserved HP per use. Also, Trauma is healed passively by Infirmary. Another way to remove is the "Medical Advice" radio command (this command removed Trauma but does not remove Injuries).
------------------
-----Injuries-----
------------------
A characted has a CHANCE to get injury each time he gets damaged while in active state (not downed). I haven't found any information about chance percentage, I can only assume that different enemies have different chances (in my experience, Blood Feral throw and Juggernaut grab attacks have 100% chance to inflict Injury). Or maybe chances depend on the amount of damage you took, that I am not sure of. Some more testing is required.
Unlike single instance of Trauma, there can be multiple Injuries that have different names. I've never had 2 instances of Injury with the same name, so I assume that once you get an Injury, you won't get an Injury with the same name - instead, the penalty of the existing Injury will be increased. I have found out that some enemies inflict unique Injuries, for example:
Zombie does Scrapes
Plague Heart does Gas Inhalation
Juggernaut does Missing Chunk of Flesh
Unlike Trauma, some Injuries also reduce survivor's max Stamina in addition to reducing HP. For example, Gas Inhalation injury reduces stamina.
There are two ways to lessen Injuries. First one is reducing the CHANCE to get an Injury. Some traits have -XX% chance to get Injury. Unbreakable trait gives -100% chance to get Injury, so the chance never procs. But some injuries are not affected by this, and will always happen - like falling from big height always inflicts Injury with 100% chance and this chance cannot be reduced.
Second way to lessen Injury is reducing Injury SEVERITY. This means when the chance procs and you do get Injury, the amount of HP that gets reserved by it is less than normal. For example, Primary Care action in the Infirmary can add up to -50% Injury severity with Knowledge of Surgery.
Injuries can be removed instantly in the Infirmary (Emergency Medicine) or by First Aid Kit, both can get you back up to 50 reserved HP per use. Also, Injuries are healed passively by the Infirmary and some other facilities (like Fighting Gym Facilities in the Prescott Fire Station base). I've noticed that Injuries are healed in order, one by one. Only after recovering HP/Stamina loss from one Injury, the next one becomes getting healed.
-----------------------
-----Conclusions-----
-----------------------
As you can see, these two status effects are somewhat similar but also quite different. To summarize, the main differences are:
1. Trauma is accrued while character is downed, Injuries are received while in active state.
2. If Trauma attempts to reserve more HP than the character has - he dies from Trauma. Injury cannot directly lead to a death.
3. Trauma only reserves max HP, Injury can reserve both max HP and Stamina.
4. Trauma is accrued with 100% chance and getting Trauma cannot be prevented by any means. Injury has a chance to be received, and this chance can be lowered to 0%. The severity of both Trauma and Injuries can be reduced though.