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− | {{ | + | {{Stub}}{{infobox main|weapon| |
| name = Breach axe | | name = Breach axe | ||
− | | image = BreachAxe.png | + | | image = BreachAxe.png|Breach axe |
| type = Equipment | | type = Equipment | ||
| type2 = Weapons | | type2 = Weapons | ||
− | | description = A combined blade and tool-head attached to a sturdy haft. While slightly less effective than other weapons against human enemies, it excels at tearing down walls, doors, and other structures thanks to its integrated tool-head. | + | | description = "A combined blade and tool-head attached to a sturdy haft. While slightly less effective than other weapons against human enemies, it excels at tearing down walls, doors, and other structures thanks to its integrated tool-head." |
− | |||
| class = Neolithic | | class = Neolithic | ||
| mode = Melee | | mode = Melee | ||
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| skill 1 = Crafting | | skill 1 = Crafting | ||
| skill 1 level = 3 | | skill 1 level = 3 | ||
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| page verified for version = 1.3.3066 | | page verified for version = 1.3.3066 | ||
}} | }} | ||
− | '''Breach axes''' are melee [[weapons]] that trade general efficacy for extra damage against buildings, and | + | '''Breach axes''' are melee [[weapons]] that trade general efficacy for extra damage against buildings, and is commonly carried by [[tribes|tribal]] breach raids. |
+ | |||
+ | '''Note:''' Although classified by the [[Ideoligion]] Weapon Preferences{{IdeologyIcon}} as a 'Melee Piercer' weapon along with weapons that predominately deal sharp damage, it only has attacks that deal blunt damage. It is unknown if this categorization is a bug or intended behavior. | ||
+ | |||
== Acquisition == | == Acquisition == | ||
Breach axes can be crafted at either a [[fueled smithy|fueled]] or [[electric smithy]] once the [[research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | Breach axes can be crafted at either a [[fueled smithy|fueled]] or [[electric smithy]] once the [[research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. | ||
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== Summary == | == Summary == | ||
− | + | Like its [[mechanoid]] equivalent, the [[thump cannon]], the breach axe does significantly more damage to buildings than to pawns on average. The head attacks of breach axes deal [[Damage types#Demolish|Demolish damage]] which has a 10x damage multiplier to passable buildings, 7.5x multiplier to impassable buildings. Thus, for base damage before [[quality]] modifiers, the head attack deals: | |
* Passable buildings: {{#expr: {{P|Attack 3 Damage}}*10}} | * Passable buildings: {{#expr: {{P|Attack 3 Damage}}*10}} | ||
* Impassable buildings: {{#expr: {{P|Attack 3 Damage}}*7.5}} | * Impassable buildings: {{#expr: {{P|Attack 3 Damage}}*7.5}} | ||
* All other targets: {{#expr: {{P|Attack 3 Damage}}}} | * All other targets: {{#expr: {{P|Attack 3 Damage}}}} | ||
− | Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,<!---Tested as of 1.3.3159-->other | + | Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,<!---Tested as of 1.3.3159-->other attacks without the multiplier can still be chosen when attacking buildings and the resulting DPS versus buildings is not simply 7.5x or 10x that when used against pawns. |
− | For the purposes of [[Apparel#Protection|armor calculation]], all attacks by the breach axe are considered Blunt damage | + | For the purposes of [[Apparel#Protection|armor calculation]], all attacks by the breach axe are considered Blunt damage. |
== Analysis == | == Analysis == | ||
− | + | {{Stub|section=1}} | |
+ | Although relatively weak against pawns, it is dangerous against buildings. Generally this specialization makes it more effective when used ''against'' the colony than ''by'' the colony. Typically colonists do not need to destroy buildings rapidly and raids of tribal breachers, while not as dangerous as their counterparts from other factions, will still use the axe to level buildings and poke holes in defenses fairly rapidly. | ||
+ | |||
+ | A niche use for players may be against [[mech cluster]]s{{RoyaltyIcon}}, where the ability to access them in the early game and high building damage can aid in rapidly destroying turrets in a few strikes. At high qualities and with the right material, this can even kill the large turrets in a single strike. | ||
− | + | Another potential use is for [[ideoligion]]{{IdeologyIcon}} with the Melee Piercers set as Noble weapons, providing a blunt weapon option that grants mood buffs instead of penalties. | |
− | + | Its performance outside of these niches is lackluster however, thoroughly outperformed by the [[mace]], which has similar costs and research requirements. Even the [[club]] is superior to all but very high quality breach axes of the same material | |
As all attacks performed by the breach axe do blunt damage, [[uranium]] is the ideal material. | As all attacks performed by the breach axe do blunt damage, [[uranium]] is the ideal material. | ||
− | {{Weapon | + | {{Weapon Material Table}} |
− | |||
== Version history == | == Version history == | ||
* [[Version/1.3.3066|1.3.3066]] - Added. | * [[Version/1.3.3066|1.3.3066]] - Added. | ||
* [[Version/1.3.3200|1.3.3200]] - Changed breaching axe's damage multiplier versus walls from 1 to 0.75 (so their damage versus walls drops from 75 to ~56). | * [[Version/1.3.3200|1.3.3200]] - Changed breaching axe's damage multiplier versus walls from 1 to 0.75 (so their damage versus walls drops from 75 to ~56). | ||
− | {{ | + | [[Kind::Weapons| ]] |
− | [[Category: | + | {{nav|weapon|wide}} |
− | [[Category: | + | [[Category:Weapons]] |
+ | [[Category:Equipment]] |