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| work to make = 18000 | | work to make = 18000 | ||
| mass base = 2 | | mass base = 2 | ||
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| weaponTags = MedievalMeleeAdvanced | | weaponTags = MedievalMeleeAdvanced | ||
| thingSetMakerTags = RewardStandardQualitySuper | | thingSetMakerTags = RewardStandardQualitySuper | ||
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== Analysis == | == Analysis == | ||
− | + | The longsword has the highest base DPS out of any melee weapon in Core RimWorld. In the [[Royalty DLC]]{{RoyaltyIcon}}, they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony. | |
− | The longsword has the highest base DPS out of any melee weapon in Core RimWorld. | ||
− | + | ===Comparison to maces=== | |
+ | The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces are cheaper than longswords. Maces are unlocked with [[Research#Smithing|Smithing]] rather than the dedicated Long Blades research. They cost {{icon small|stuff}} 50 materials rather than 100 for a sword. In addition, blunt weapons are best with [[uranium]], but sharp weapons are best with [[plasteel]]. If only uranium is mineable, then maces are the superior option. | ||
− | + | In terms of damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]]. However, most enemies with armor will have ''much'' more Sharp armor than Blunt armor. For example, a [[flak vest]] has 100% Sharp armor, but only 40% Blunt armor. While the mace has less {{AP}}, most enemies have little blunt armor, resulting in an "armor-piercing" effect. | |
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− | In | + | Breakpoints for when each weapon is better vary by [[quality]] and material. In general, a [[plasteel]] longsword beats the same quality [[uranium]] mace against unarmored humans and lightly armored humans, such as [[flak jacket]]s without the corresponding vest. The sword is also better against light mechs like [[scyther]]s and [[lancer]]s. The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. Similar comparisons can be made between steel longswords vs steel maces. |
− | + | Damage and AP are the most important factors with damage, especially at lower qualities. But the comparison can get significantly more complicated, even without factoring material cost. See below for details. | |
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====Sharp vs Blunt==== | ====Sharp vs Blunt==== | ||
There are a large amount of mechanics surrounding the [[damage type]]s of the longsword and mace. For their "Best" attack, maces deal ''[[Damage types#Blunt|Blunt]]'' damage. Longswords deal either ''[[Damage types#Stab|Stab]]'' or ''[[Damage types#Cut|Cut]]'' damage. Best attacks are the most likely to hit (75%); for sake of simplicity, "Mid" attacks are ignored. They are listed in rough order of importance. | There are a large amount of mechanics surrounding the [[damage type]]s of the longsword and mace. For their "Best" attack, maces deal ''[[Damage types#Blunt|Blunt]]'' damage. Longswords deal either ''[[Damage types#Stab|Stab]]'' or ''[[Damage types#Cut|Cut]]'' damage. Best attacks are the most likely to hit (75%); for sake of simplicity, "Mid" attacks are ignored. They are listed in rough order of importance. | ||
− | *''' | + | *'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. In other words: if a Blunt attack would destroy a body part, damage is spread to the parent part. So if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process. |
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− | + | :Meanwhile, Cut damage has a chance to ''cleave'' an opponent. When this happens, damage is spread equally between multiple body parts. The mace remains superior - it is more likely to destroy body parts whilst not wasting damage | |
− | + | *'''Cut damage deals bonus damage.''' Specifically, if a Cut damage activates the ''cleave'', then total damage is multiplied by 140%, then split between body parts. This means that a Cut attack inflicts more [[pain]] on a pawn, causing [[pain shock]]. Pain shock is the most common way to down / kill enemies in combat. Even with painless [[mechanoid]]s, dealing enough damage will cause a pawn to die, even if you never destroy a vital body part. | |
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*'''Blunt weapons can stun enemies,''' though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso. | *'''Blunt weapons can stun enemies,''' though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso. | ||
− | : Blunt weapons can also stun if they hit the brain. But a uranium mace of at least Poor quality will always one-shot | + | : Blunt weapons can also stun if they hit the brain. But a uranium mace of at least Poor quality will always one-shot the brain (unless it is fully negated by armor, in which case it wouldn't stun). |
*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s. | *'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s. | ||
− | {{Weapon | + | {{Weapon Quality Table}} |
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{{Nav|weapon|wide}} | {{Nav|weapon|wide}} | ||
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]] | [[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]] | ||
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]] | [[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]] |