Base Damage

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Base Damage is a special Attribute which, unlike Melee Damage, cannot be directly seen by the Player during gameplay. For a list of base values of other stats, see Base Creature Statistics.

The Base Damage depends on the Creature or the Player, and respectively, the Weapon used. Same Creatures and Weapons also have the same Base Damage.

Usage[edit | edit source]

Disregarding Armor, resulting damage is calculated by multiplying the Base Damage, an absolute number, by the percentage coming from the Melee Damage Attribute.

The difference between Base Damage and Melee Damage is that only the latter can be seen ingame. This may lead to confusion of the player because it does not seem obvious that Melee Damage is not the only Attribute affecting the damage.

Higher Melee Damage does not necessarily mean higher resulting damage.


Example:

Regarding a Tyrannosaurus and a Carnotaurus with a Melee Damage of 230% and 270% respectively, one could assume that the Carnotaurus would deal more damage.

However after factoring in the Base Damage this assumption turns out to be wrong:

 Dinosaur   Base Damage   Melee Damage   Total Damage 
 Carnotaurus   42   270%   42 * 270% = 113
 Tyrannosaurus   60  230%   60 * 230% = 138

List of Base Damages[edit | edit source]

Creatures[edit | edit source]

Name Base Damage
Player Unarmed (Spyglass and Flare Gun) 8.0
Name Base Damage Alternate Fire
Allosaurus 35.0
Angler 30.0
Ankylosaurus 50.0
Araneo (Spider) 10.0
Archaeopteryx
Argentavis 20.0
Arthropluera 18.0 30.0
Beelzebufo 12.0
Brontosaurus 60.0
Carbonemys 13.0
Carnotaurus 42.0 45.0
Castoroides (Giant Beaver) 28.0
Coelacanth 5.0
Compy 4.0
Dilophosaurus 10.0
Dimetrodon 20.0
Dimorphodon 23.0
Diplodocus 0.0
Direbear 50.0 65.0
Direwolf 33.0
Dodo 5.0
Doedicurus 32.0
Dragonfly 10.0
Dung Beetle 5.0
Dunkleosteus 60.0
Eurypterid 8.0
Gallimimus 8.0
Gigantopithecus 40.0
Giganotosaurus 400.0
Ichthyosaurus 15.0
Kairuku 8.0
Leech 7.0
Lystrosaurus 6.0
Mammoth 40.0
Manta 40.0
Megaloceros 30.0
Megalodon 40.0
Mesopithecus 12.0
Mosasaurus 100.0
Onyc (Bat) 25.0
Oviraptor 12.0
Pachy 10.0
Paraceratherium 45.0
Parasaur 10.0
Pelagornis 16.0
Phiomia 10.0
Piranha 22.0
Plesiosaur 75.0
Procoptodon 20.0
Pteranodon 18.0
Pulmonoscorpius (Scorpion) 20.0
Quetzal 32.0
Raptor 15.0
Rex 60.0
Sabertooth 29.0
Sarco 35.0
Spinosaurus 50.0
Stegosaurus 41.0
Tapejara 18.0
Terror Bird 18.0
Titanoboa 30.0
Titanomyrma Drone 7.0
Titanomyrma Soldier 11.0
Titanosaur 500.0
Triceratops 32.0
Trilobite 8.0
Woolly Rhino 40.0 68.0

Weapons[edit | edit source]

Ignoring armor, Weapons may deal different amounts of damage depending on where you hit a certain creature. For example, you only deal 20% damage against a Carbonemys' shell body part. Many creatures also take additional damage if you hit them in the head, with differing multipliers. However, the damage against the fleshy body of the organisms stays the same across all of them.

Weapon damage values[edit | edit source]

Against unarmored bodies, the damage weapons do per shot/attack is listed in the following table.

The Percent Torpor Gain is based on the % Melee Damage Attribute of both the weapon used, as well as the player using it.

For example, a Ramshackle Wooden Club with 120% damage will do a base damage of 6. With it's torpor gain multiplier of 3.75, it will now do 22.5 torpor per hit.

Weapon Damage
(unmodified)
Torpor Gain
(unmodified)
Percent Torpor Gain
Hands 8 14 175%
Stone Pick 16 8 50%
Torch 15 unknown unknown
Stone Hatchet 20 10 50%
Spear 30 0 0%
Wooden Club 5 18.75 375%
Slingshot (Stone) 14 24.5 175%
Bow (Stone Arrow) 55 0 0%
Bow (Tranquilizer Arrow) 20 95 450% (200% + 250% over 5 seconds)
Metal Pick 32 16 50%
Metal Hatchet 40 20 50%
Pike 55 0 0%
Crossbow (Stone Arrow) 95 0 0%
Crossbow (Tranquilizer Arrow) 35 157.5 450% (200% + 250% over 5 seconds)
Simple Pistol 100 0 0%
Metal Sickle 50 unknown unknown
Grenade (direct hit) 150 0 0%
Metal Sword 90 unknown unknown
Longneck Rifle (Simple Rifle Ammo) 280 0 0%
Longneck Rifle (Tranquilizer Dart) 26 221 850% (600% + 250% over 5 seconds)
Shotgun (per pellet, 10 per shot) 64 0 0%
Fabricated Pistol 50 0 0%
Pump-Action Shotgun (per pellet, 10 per shot) 46 0 0%
C4 Charge (direct hit) 650 0 0%
Assault Rifle 47 0 0%
Rocket Launcher (direct hit) 1500 0 0%
Compound Bow (Stone Arrow) 74 0 0%
Compound Bow (Tranquilizer Arrow) 27 121.5 450% (200% + 250% over 5 seconds)
Compound Bow (Metal Arrow) 202.5 0 0%
Fabricated Sniper Rifle 165 0 0%
Electric Prod 1 266 26600%
Melee attack of any Ranged Weapon 10 14 140%

Note: all values were taken from the raw damage values of the blueprints in the dev kit.

Charged weapons[edit | edit source]

The minimum pulling time to shoot an arrow with a bow is 0.3 seconds and the maximum damage is reached after pulling for 1.2 seconds. An arrow's damage starts at 25% at 0 seconds, and increases linearly up to 100% at 1.2 seconds. Since an arrow can only be launched after 0.3 seconds, this means that the minimum damage of an arrow is 43.75%.

The only difference for slingshots is the minimum pulling time, which is 0.25 seconds, resulting in a minimum damage of 40.625%.

Notes/Trivia[edit | edit source]

  • Since the Base Damage value can not be seen during gameplay, other methods are required to find out the exact numbers, such as in-game testing, receiving the values from the developers (like in Patch Notes 173.0), or by extracting them from the Dev Kit.
  • In v242.0 a server-option for displaying the dealt damage as a floating number (as known from RPG-games) was added. This mode is not enabled on official servers, but is always enabled for the damage dealt to the Training Dummy.

References[edit | edit source]