Editing Plasmasword
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Latest revision | Your text | ||
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| damage type = Sharp | | damage type = Sharp | ||
| mass base = 2 | | mass base = 2 | ||
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| weaponTags = UltratechMelee | | weaponTags = UltratechMelee | ||
| thingSetMakerTags = RewardStandardMidFreq | | thingSetMakerTags = RewardStandardMidFreq | ||
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== Acquisition == | == Acquisition == | ||
− | Plasmaswords cannot be crafted, instead they can only be [[trade|purchased]] from [[Outlander]] and [[Empire]] combat suppliers and [[faction base]]s, or | + | Plasmaswords cannot be crafted, instead they can only be [[trade|purchased]] from [[Outlander]] and [[Empire]] combat suppliers and [[faction base]]s, or recieved as a quest reward. |
They can also be obtained from the following raider types: | They can also be obtained from the following raider types: | ||
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Plasmaswords perform largely the same as any other melee weapon, with one primary difference. When performing the [[Damage Types#Cut|Cut]] and [[Damage Types#Stab|Stab]] attacks, a successful strike has a 50% chance to do an extra 10 [[Damage Types#Flame|Flame]] damage. As with all Flame damage, this damage has no AP and if it successfully damages the target, there is a chance to set them on [[fire]]. | Plasmaswords perform largely the same as any other melee weapon, with one primary difference. When performing the [[Damage Types#Cut|Cut]] and [[Damage Types#Stab|Stab]] attacks, a successful strike has a 50% chance to do an extra 10 [[Damage Types#Flame|Flame]] damage. As with all Flame damage, this damage has no AP and if it successfully damages the target, there is a chance to set them on [[fire]]. | ||
− | {{ | + | Despite being an incendiary weapon, [[pyromaniac]] pawns equipped with plasmaswords will not have the {{+|5}} ''Pyromaniac has incendiary weapon'' mood buff they receive from using [[molotov cocktails]] or [[incendiary launcher]]s. It is currently unknown whether this is intended behavior, or a bug. |
== Analysis == | == Analysis == | ||
− | The plasmasword will often set enemies on fire. | + | The plasmasword will often set enemies on fire. As enemies on fire run around wildly, unable to fight back, the plasmasword is a dominant weapon in a 1v1 fight - or any melee fight out in the open. However, the fire can end up being a major drawback. Enemies on fire will ignore ''collision'', meaning that they will run right past a [[defense tactics#Melee blocking|melee block]] and ruin your formation. |
− | [[Mechanoid]]s are completely immune to fire or heat, so other ultratech weapons or even a [[plasteel]] [[longsword]] are superior in those situations. | + | [[Mechanoid]]s are completely immune to fire or heat, so other ultratech weapons or even a [[plasteel]] [[longsword]] are superior in those situations. Finally, outlanders and pirates will often carry [[firefoam pop pack]]s - as soon as one is lit on fire, the pop pack will immediately extinguish them. Any pawn inside the leftover [[firefoam]] is immune to ignition. If you have the option, buying any of the other ultratech melee weapons may be a more generally useful choice. |
− | + | {{Weapon Quality Table|Plasmasword | Melee}} | |
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− | {{Weapon | ||
Note that DPS does not take the chance of Flame damage into account. | Note that DPS does not take the chance of Flame damage into account. | ||
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* [[Royalty DLC]] Release - Added. | * [[Royalty DLC]] Release - Added. | ||
* [[Version/1.2.2719|1.2.2719]] - Damage increased from 19 to 20, extra flame damage chance increased from 30% to 50%. | * [[Version/1.2.2719|1.2.2719]] - Damage increased from 19 to 20, extra flame damage chance increased from 30% to 50%. | ||
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− | {{ | + | {{nav|weapon|wide}} |
− | [[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra | + | [[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] |
− | [[Category:Melee Weapons]] [[Category:Sharp Weapons | + | [[Category:Melee Weapons]] [[Category:Sharp Weapons]] |