Palisade damage

Hi there :slight_smile: 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:

  • 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]

  • Simple Palisades: A low, rounded bundle of sharpened stakes. They are cheap to make but have low health. [1, 2, 3]

  • 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

  • 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.

  • 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]

  • Every single continuous contact tick forces the Palisade to take 125 flat durability damage.

  • 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).

My advice is to never rely on AI for any video game information, it’s always outdated, comes to incorrect conclusions and/or provides you with answers you want to see rather than factual information.

I’m not really sure what you’re trying to determine, you say you want to “understand” but what do you have questions about?