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| type2 = Weapons
 
| type2 = Weapons
 
| tech level = Medieval
 
| tech level = Medieval
| description = An advanced form of one of mankind's oldest weapons, the war axe is a short blade attached to a shaft. The simple, ancient design concentrates cutting power generated from strong overhand swings.
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| description = "An advanced form of one of mankind's oldest weapons, the war axe is a short blade attached to a shaft. The simple, ancient design concentrates cutting power generated from strong overhand swings."
 
| class = Medieval
 
| class = Medieval
 
| mode = Melee
 
| mode = Melee
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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 3
 
| skill 1 level = 3
| has quality = True
 
 
}}
 
}}
 
The '''Axe''' is a [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that primarily deals sharp damage.
 
The '''Axe''' is a [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that primarily deals sharp damage.
  
'''Note:''' Although classified by the [[Ideoligion]] Weapon Preferences{{IdeologyIcon}} as a 'Melee Blunt' weapon along with weapons that predominantly deal blunt damage, its primary attack deal sharp damage. It is unknown if this categorization is a bug or intended behavior.
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'''Note:''' Although classified by the [[Ideoligion]] Weapon Preferences{{IdeologyIcon}} as a 'Melee Blunt' weapon along with weapons that predominately deal blunt damage, its primary attack deal sharp damage. It is unknown if this categorization is a bug or intended behavior.
  
 
== Acquisition ==
 
== Acquisition ==
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== Analysis ==
 
== Analysis ==
The axe is roughly equal to the [[gladius]] - they both have the same material cost, and same research cost. However, axes are strictly inferior than a [[knife]] of the same quality and material.
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{{stub|section=1|reason=Questions regarding to Cut vs Stab damage}}
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The axe is roughly equal to the [[gladius]] and [[mace]] - all 3 weapons have the same material cost, crafting skill, and research requirements. Maces take {{ticks|1000}} less work, and gladii take {{ticks|5000}} more work. Reducing work will slightly reduce the [[Market Value]] of weapons.
  
This oddity comes from the [[melee verb selection]] system, introduced in 1.1. Each weapon has multiple attacks, or ''verbs'', with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice. With this in mind, knives have a "true" {{DPS}} of 7.23, rather than the gladius' 7.13 or axe's 6.75.  
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===Comparison to gladius===
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<!-- Cut v Stab sources: https://steamcommunity.com/app/294100/discussions/0/3042732243097084212 & https://steamcommunity.com/app/294100/discussions/0/3111394035968026504 -->
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In raw stats: the gladius has {{+|{{%|(7.13 / 6.75) - 1 round 3}} }} to raw {{DPS}} and very slightly more {{AP}}, after accounting for melee verb selection. This assumes same material and [[quality]]. Either weapon of a superior quality or material will be a better overall weapon.
  
In addition, knives are just as likely as axes to do ''Cut'' damage, so there is no advantage of the axe's damage type. The axe has 4% more {{AP}}, however, this is unlikely to matter for any reasonable enemy you'll encounter. If armor was that much of a concern, then you would use a [[mace]] instead.
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But the primary difference is that the axe uses the [[Damage Type#Cut|''Cut'']] damage type to a greater extent (75%) than the gladius (37.5%). Cut damage has multiple interlocking mechanics that make comparison complex:
  
A potential use is for [[ideoligion]]{{IdeologyIcon}} with the Melee Blunt set as Noble weapons, providing a sharp-type weapon option that grants mood buffs instead of penalties.  
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* Cut damage has a large chance to ''cleave'', spreading damage between multiple related body parts.  Stabs will always hit a single target. This means that cleaves have a reduced chance to destroy each individual body part. However, if a cleave attack occurs, it is will deal x1.4 damage in total (spread equally throughout body parts).
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* If cut reduces a body part's damage to 0 HP, it is much more likely to destroy it. To always destroy the body part, [[Damage Type#Stab|Stab]] damage types must deal 70% more damage than HP is remaining on the bodypart, where as [[Damage Type#Cut|Cut]] damage types needs only 10% more.
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If at least {{%| ( (1.4) <!--+% damage from cleave--> / (7.13 / 6.75) <!--Gladius' higher DPS--> - 1 ) / 0.5 <!--For the "best" melee attack, gladius 50% as likely to cut. "Mid" attacks are exactly equal.--> round 3}} of ''all'' cut attacks cleave, then the axe will be superior in raw DPS.{{Check Tag|Verify Cleave %}} Regardless, the axe is more likely to destroy fingers and toes, while gladii seem to be more likely to destroy larger limbs.
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* Stab damage is more likely to hit the internal organs. In addition, stab damage receives no penalty for attacking the internals, resulting in a higher one-shot chance.
  
{{Weapon Stats Table}}
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Axes are definitely better against small [[animal]]s, as the axe is more likely to destroy multiple low-HP body parts. Gladii are most likely better against [[mechanoid]]s - mechs don't feel [[pain]], increasing the value of limb destruction. The weapon that deals more average DPS will be better against humanoids of any armor. Note that this is theoretical and no explicit testing has been conducted.
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===Comparison to maces===
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Maces are blunt weapons.  Maces have +{{%|(7.01 / 6.75) - 1 round 3}} raw DPS, but due to cleaving described above, the axe ends up being superior in average DPS. But like with the gladius comparison, there are big differences with their damage types.
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* "Armored" enemies tend to have much less Blunt armor than Sharp armor. For example, a set of [[recon armor]] has 96% Sharp but only 40% Blunt armor. Therefore, blunt weapons are better against armored enemies.
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* Blunt weapons have a superior form of damage propagation. Instead of being spread equally between parts like ''Cut'' damage, blunt damage attacks a single part - and only if the part would be destroyed, then overkill damage spreads to component parts. In addition, the mace swings slower but hits stronger. This results in maces being more likely than both the gladius and the axe in destroying large body parts.
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* If a blunt attack hits the torso or head, then the target will be stunned for a short time. 
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With [[steel]] weapons, or at lower qualities, the mace would be better against [[plate armor]]-level armor, and axes better against unarmored targets. However, higher quality [[uranium]] maces is likely better than high quality [[plasteel]] axes against any sort of human or human-sized enemy. A good uranium mace can one-shot the head or limbs.
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===Comparison to other weapons===
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Compared to more complex melee weapons, an axe is superior in raw DPS to a [[longsword]] at least 2 quality levels below. For instance, a legendary steel axe is better than an excellent steel longsword. [[Warhammer]]s have very slightly more DPS than the axe (less than the mace), but are blunt and swing even slower; the comparison is similar to the mace, but more extreme.
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Another potential use is for [[ideoligion]]{{IdeologyIcon}} with the Melee Blunt set as Noble weapons, providing a sharp-type weapon option that grants mood buffs instead of penalties.
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{{Weapon Quality Table}}
  
 
== Styles ==
 
== Styles ==

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