Hi there
thats my first post in this forum. I searched for similar topics but found only old ones. I currently am trying to understand the damage of spikes/ simple palisades/ palisade walls. Googles AI, after some follow-up questions, came around with the following answer, but did not back it up with clear and up-to-date sources, so i ask you if the AI is correct or hallucinating?
Answer 1:
All three structures inflict the same type and amount of damage
. They apply a damage-over-time debuff (often called “Spikes!”) when players, NPCs, or tames touch or walk into them. [1, 2, 3]
However, they differ heavily in durability, size, and function:
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Spikes: These are small, single placeables meant to be attached to walls and existing structures to poke attackers. They have very low health and are easily destroyed. [1, 2, 3, 4]
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Simple Palisades: A low, rounded bundle of sharpened stakes. They are cheap to make but have low health. [1, 2, 3]
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Palisade Walls: Much larger, taller, and barricade-like. They require more materials but have significantly more health and act as a major deterrent against mounted combat and climbers. [1, 2, 3, 4, 5]
While the damage-per-tick is the same across all three, their size and health mean Palisade Walls take the longest for enemies to destroy.
Answer 2:
Based on current data from recent game versions, Conan Exiles does not expose a raw, flat numbers data-table value for Palisade contact damage because they function completely as a percentage-based damage-over-time (DoT) trap. [1]
The exact mechanics behind how Palisades calculate and inflict damage include:
1. The Damage Calculation
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Target Damage: Palisades strip exactly 2% of the target’s total maximum health per second via a unique ticking debuff. Because it scales entirely on maximum health pool percentages, a player with 400 HP takes 8 damage per second, while a Purge boss or a high-tier Thrall with 4,000 HP will take a massive 80 damage per second from the exact same palisade.
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The “Bleed” Mechanic: When a player or NPC touches the spike mesh, they are immediately applied with a specialized variant of the Bleed status effect. This forces an tick interval every 1 second and completely bypasses standard armor damage-reduction calculations. [1, 2]
2. Structural Self-Damage
While inflicting health percentage drops on enemies, Palisades suffer flat structural self-damage to prevent them from being infinite automated kill zones: [1]
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Every single continuous contact tick forces the Palisade to take 125 flat durability damage.
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Because a standard Wall Palisade has 5,000 baseline durability, it will completely break itself down and self-destruct after exactly 40 seconds of continuous contact unless actively repaired by a player. [1, 2]
3. Server Settings Scaling
If you pull the exact parameters directly out of the Funcom server configurations, this damage can be altered using the global environment modifier:
\(\text{Actual\ Damage}=(\text{Max\ HP}\times 0.02)\times \text{PlayerDamageMultiplier}\)
(Or PlayerDamageTakenMultiplier / NPCInboundDamageMultiplier depending on what entity is stepping into the trap).