Difference between revisions of "Broadwrap"

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{{Ideology}}{{Stub}}{{infobox main
 
{{Ideology}}{{Stub}}{{infobox main
|name = Broadwrap
+
| name = Broadwrap
|image = Broadwrap.png|Broadwrap
+
| image = Broadwrap.png|Broadwrap
|description = "Wrapped fabric sheets that loosely cover the wearer's head and shoulders."
+
| description = "Wrapped fabric sheets that loosely cover the wearer's head and shoulders."
|type = Gear
+
| type = Gear
|type2 = Clothing
+
| type2 = Clothing
|hp = 80
+
| hp = 80
| production facility 1= Hand tailor bench
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| production facility 1 = Hand tailor bench
| production facility 2= Electric tailor bench
+
| production facility 2 = Electric tailor bench
|work to make = 1800
+
| work to make = 1800
|resource 1 = Stuff
+
| resource 1 = Stuff
|resource 1 amount = 30
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| resource 1 amount = 30
|stuff tags = Fabric
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| stuff tags = Fabric
|insulationheatfactor = 0.2
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| insulationheatfactor = 0.2
|insulationcoldfactor = 0.2
+
| insulationcoldfactor = 0.2
|armorsharpfactor= 0.25
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| armorsharpfactor= 0.25
|armorbluntfactor= 0.25
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| armorbluntfactor= 0.25
|armorheatfactor= 0.25
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| armorheatfactor= 0.25
|coverage = Neck, Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw, Left Shoulder, Right Shoulder
+
| coverage = Neck, Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw, Left Shoulder, Right Shoulder
|layer = Headgear
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| layer = Headgear
|mass base = 0.10
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| mass base = 0.10
 
| thingCategories = Headgear
 
| thingCategories = Headgear
 
| tags = Neolithic
 
| tags = Neolithic
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| page verified for version = 1.3.3066
 
| page verified for version = 1.3.3066
 
}}
 
}}
'''Broadwraps''' are a form of [[clothing]] added by the [[Ideology DLC]]. It provides most insulation and good protection for [[clothing]] based headwear, and covers the entire head, neck and shoulders of the wearer.
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'''Broadwraps''' are a form of [[clothing]] added by the [[Ideology DLC]]. It provides modest insulation and good protection for [[clothing]] based headwear, and covers the entire head, neck and shoulders of the wearer.
  
 
==Acquisition==
 
==Acquisition==
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==Analysis==
 
==Analysis==
In coverage of the body, being the only headwear to cover both shoulders, it offers the most complete coverage of all options. Minus some late game armor helmets, no other headwear is as kinetically protective.
+
The broadwrap offers modest, but not totally negligible insulation of both types. It is inferior in this regard to dedicated insulative hats like [[tuque]]s and [[cowboy hat]]s, comparable to power armor helmets, and superior to other headwear such as [[simple helmet]]s and [[bowler hat]]s. Its primary worth is protective however.
  
The Broadwrap is equal in its warm/cold insulation provided, but both are only with a 0.2 modifier.
+
The broadwrap's unique coverage means that it covers the most of any headwear in the game, even surpassing power armor helmets. Notably, this includes the neck which is both relatively fragile and fatal if destroyed. This is balanced by its relatively low armor when compared to dedicated helmets. At base, there is a 1.5% chance for an attack to hit the neck, a 3.4% chance to hit a shoulder, a 6% chance to hit the head, and a 2.56% chance to hit a potentially fatal part of the head. Thus, if a helmet and the broadwrap are close in armor rating, there is merit to sacrificing some armor for the superior coverage, but this advantage disappears with larger disparities.
  
It is highly protective, providing a 0.25 towards sharp and blunt AC, where the bowler, cowboy hat and war veil all provide 0.2. But it offers no additional special qualities, such as a bowler or cowboy hats % bonus to social or war veils pain threshold % increase.
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As a [[stuff]]able item, material selection is key to its merit, and only [[fabrics]] can be used in its construction. Thus, [[devilstrand]] and [[hyperweave]] are ideal candidates. Devilstrand is accessible by mid-game compared to [[steel]] [[simple helmet]]s offers superior coverage and insulation and significantly better heat armor, at the cost of only 78% of the sharp armor. This can make them attractive options if devilstrand is accessible, especially if [[Damage types#Flame|flame]] or [[Damage types#Heat|heat]] damage is expected.  
  
 +
While hyperweave is rare, broadwraps made of it are very competitive against simple helmets, being outright superior to steel helmets in every factor except blunt, which neither option provides a sufficient amount of to be relevant. Even against plateel simple helmets, the close armor rating and superior coverage and heat armor make the broadwrap an attractive option.
  
It must be made of a Fabric textile, unlike some of the other commonly used options, namely the Bowler and Cowboy hat. For a non-Fabric alternative the visage mask offers less coverage, but a higher 0.3 modifier. It is unknown (by this poster) how quality and materials effect comparative scaling.
+
Once power armor helmets are available however, the merits of the broadwrap fade. While the coverage it offers is still superior, the disparity in armor rating makes the power armor helmets superior in all but very niche circumstances.  
  
Crafted from late game materials; Synthread, Devilstrand, or Hyperweave, it becomes one of the most protective pieces of headwear in the game, with a lower barrier to acquisition than its, true armor helmet, competitors.
 
 
{{Apparel Material Table}}
 
{{Apparel Material Table}}
 +
 +
== Protection Charts ==
 +
{| class="wikitable"
 +
|-
 +
! Sharp Armor !! Blunt Armor
 +
|-
 +
| {{Apparel Protection Chart
 +
|set1name= Hyperweave Broadwrap (Sharp)  | set1armor1= {{#expr:{{P|Armor Factor - Sharp}}*{{Q|Hyperweave|Armor - Sharp Factor}}*100}}
 +
|set2name= Devilstrand Broadwrap (Sharp)  | set2armor1= {{#expr:{{P|Armor Factor - Sharp}}*{{Q|Devilstrand|Armor - Sharp Factor}}*100}}
 +
|set3name= Steel Simple Helmet (Sharp)    | set3armor1= {{#expr:{{Q|Simple helmet|Armor Factor - Sharp}}*{{Q|Steel|Armor - Sharp Factor}}*100}}
 +
|set4name= Plasteel Simple Helmet (Sharp) | set4armor1= {{#expr:{{Q|Simple helmet|Armor Factor - Sharp}}*{{Q|Plasteel|Armor - Sharp Factor}}*100}}
 +
}}
 +
| {{Apparel Protection Chart
 +
|set1name= Hyperweave Broadwrap (Blunt)  | set1armor1= {{#expr:{{P|Armor Factor - Blunt}}*{{Q|Hyperweave|Armor - Blunt Factor}}*100}}
 +
|set2name= Devilstrand Broadwrap (Blunt)  | set2armor1= {{#expr:{{P|Armor Factor - Blunt}}*{{Q|Devilstrand|Armor - Blunt Factor}}*100}}
 +
|set3name= Steel Simple Helmet (Blunt)    | set3armor1= {{#expr:{{Q|Simple helmet|Armor Factor - Blunt}}*{{Q|Steel|Armor - Blunt Factor}}*100}}
 +
|set4name= Plasteel Simple Helmet (Blunt) | set4armor1= {{#expr:{{Q|Simple helmet|Armor Factor - Blunt}}*{{Q|Plasteel|Armor - Blunt Factor}}*100}}
 +
}}
 +
|}
  
 
==Version History==
 
==Version History==

Revision as of 00:50, 21 October 2021

Broadwrap

Broadwrap

"Wrapped fabric sheets that loosely cover the wearer's head and shoulders."

Base Stats

Type
GearClothing
Mass
0.10 kg
HP
80

Apparel

Insulation Factor - Cold
0.2×
Insulation Factor - Heat
0.2×
Armor Factor - Sharp
0.25
Armor Factor - Blunt
0.25
Armor Factor - Heat
0.25
Coverage
Neck, Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw, Left Shoulder, Right Shoulder
Layer
Headgear

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Work To Make
1,800 ticks (30 secs)
Stuff Tags
Fabric
Resources to make
Stuff 30
Technical
thingCategories
Headgear
defaultOutfitTags
Worker
tags
Neolithic


Broadwraps are a form of clothing added by the Ideology DLC. It provides modest insulation and good protection for clothing based headwear, and covers the entire head, neck and shoulders of the wearer.

Acquisition

Broadwraps can only be made at electric or hand tailor benches which require Complex Clothing to be researched in order to be constructed. Each broadwrap requires Stuff 30 Stuff (Fabric) and 1,800 ticks (30 secs) of work. Leathers cannot be used to craft broadwraps.

Summary

The broadwrap is unusual in that it occupies the Headgear layer and covers, not only the entire head, but the neck and shoulders as well. This allows it to stack protection to those body parts with non-Headgear layer items, including dusters, flak vests, and power armor.

Also note that this layer-coverage combination means it is the only item that conflicts with the slave collar as of 1.3.3117, as the collar also covers the neck and occupies the Headgear layer.

Analysis

The broadwrap offers modest, but not totally negligible insulation of both types. It is inferior in this regard to dedicated insulative hats like tuques and cowboy hats, comparable to power armor helmets, and superior to other headwear such as simple helmets and bowler hats. Its primary worth is protective however.

The broadwrap's unique coverage means that it covers the most of any headwear in the game, even surpassing power armor helmets. Notably, this includes the neck which is both relatively fragile and fatal if destroyed. This is balanced by its relatively low armor when compared to dedicated helmets. At base, there is a 1.5% chance for an attack to hit the neck, a 3.4% chance to hit a shoulder, a 6% chance to hit the head, and a 2.56% chance to hit a potentially fatal part of the head. Thus, if a helmet and the broadwrap are close in armor rating, there is merit to sacrificing some armor for the superior coverage, but this advantage disappears with larger disparities.

As a stuffable item, material selection is key to its merit, and only fabrics can be used in its construction. Thus, devilstrand and hyperweave are ideal candidates. Devilstrand is accessible by mid-game compared to steel simple helmets offers superior coverage and insulation and significantly better heat armor, at the cost of only 78% of the sharp armor. This can make them attractive options if devilstrand is accessible, especially if flame or heat damage is expected.

While hyperweave is rare, broadwraps made of it are very competitive against simple helmets, being outright superior to steel helmets in every factor except blunt, which neither option provides a sufficient amount of to be relevant. Even against plateel simple helmets, the close armor rating and superior coverage and heat armor make the broadwrap an attractive option.

Once power armor helmets are available however, the merits of the broadwrap fade. While the coverage it offers is still superior, the disparity in armor rating makes the power armor helmets superior in all but very niche circumstances.

Material table

  • Material Sharp Blunt Heat Item HP Insulation - Cold Insulation - Heat Market Value
    Alpaca wool Broadwrap 9% 0% 27.5% 80 -6 °C (-10.8 °F) +3.2 °C (5.8 °F) 121 Silver
    Bison wool Broadwrap 9% 0% 27.5% 80 -5.2 °C (-9.4 °F) +2.4 °C (4.3 °F) 88 Silver
    Cloth Broadwrap 9% 0% 4.5% 80 -3.6 °C (-6.5 °F) +3.6 °C (6.5 °F) 52 Silver
    Devilstrand Broadwrap 35% 9% 75% 104 -4 °C (-7.2 °F) +4.8 °C (8.6 °F) 172 Silver
    Hyperweave Broadwrap 50% 13.5% 72% 192 -5.2 °C (-9.4 °F) +5.2 °C (9.4 °F) 275 Silver
    Megasloth wool Broadwrap 20% 0% 27.5% 80 -6.8 °C (-12.2 °F) +2.4 °C (4.3 °F) 88 Silver
    Muffalo wool Broadwrap 9% 0% 27.5% 80 -5.6 °C (-10.1 °F) +2.4 °C (4.3 °F) 88 Silver
    Sheep wool Broadwrap 9% 0% 27.5% 80 -5.2 °C (-9.4 °F) +2 °C (3.6 °F) 88 Silver
    Synthread Broadwrap 23.5% 6.5% 22.5% 104 -4.4 °C (-7.9 °F) +4.4 °C (7.9 °F) 127 Silver

    Assuming Normal quality, for the effect of other qualities, see Quality.
  • Protection Charts

    Sharp Armor Blunt Armor

    Version History