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| work to make = 18000
 
| work to make = 18000
 
| mass base = 2
 
| mass base = 2
| has quality = True
 
 
| weaponTags = MedievalMeleeAdvanced
 
| weaponTags = MedievalMeleeAdvanced
 
| thingSetMakerTags = RewardStandardQualitySuper
 
| thingSetMakerTags = RewardStandardQualitySuper
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In the [[Royalty DLC]]{{RoyaltyIcon}}, they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony. A masterwork plasteel longsword beats a normal [[persona monosword]] and excellent [[monosword]], at least before considering {{AP}}.
 
In the [[Royalty DLC]]{{RoyaltyIcon}}, they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony. A masterwork plasteel longsword beats a normal [[persona monosword]] and excellent [[monosword]], at least before considering {{AP}}.
  
==Comparisons==
 
 
===Comparison to maces===
 
===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 cost {{Icon Small|stuff}} 50, half as much as the sword. They require only [[Research#Smithing|Smithing]] research, rather than Long Blades. In addition, blunt weapons are best with [[uranium]], while sharp weapons are best with [[plasteel]]. Uranium is a cheaper material, and generally less useful throughout the game.
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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 cost {{icon small|stuff}} 50, half as much as the sword. They require only [[Research#Smithing|Smithing]] research, rather than Long Blades. In addition, blunt weapons are best with [[uranium]], while sharp weapons are best with [[plasteel]]. Uranium is a cheaper material, and generally less useful throughout the game.
  
 
In terms of ''raw'' 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.
 
In terms of ''raw'' 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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Breakpoints for when each weapon is better vary by [[quality]] and material.
 
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.
 
* 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. For example, a normal uranium mace deals  +{{%|((9.56/10.71) * (1/0.74)) <!--Centipedes have 72% sharp - 37.4% AP from plasteel longsword's 2 sharp attacks. This results in 34.5% "real" armor, and each armor% reduces avg dmg by %0.75. This results in 26% dmg reduction.---> -1 round 3}} {{DPS}} to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below)
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* 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.
Similar comparisons can be made between steel longswords vs steel maces.
 
  
 
Damage and AP are easily the most important factors for performance, especially at lower qualities. Regardless, this comparison can get significantly more complicated, even without factoring material cost. These details are documented below.
 
Damage and AP are easily the most important factors for performance, especially at lower qualities. Regardless, this comparison can get significantly more complicated, even without factoring material cost. These details are documented below.
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*'''Cut damage deals bonus damage.''' Specifically, if a Cut damage activates a ''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 HP of damage will cause a pawn to die, even if you never destroy a vital body part.  
 
*'''Cut damage deals bonus damage.''' Specifically, if a Cut damage activates a ''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 HP of damage will cause a pawn to die, even if you never destroy a vital body part.  
  
: The chance to cleave is 40%. This improves sword DPS by 116% on average, and the sword already is better in terms of raw DPS.
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: The chance to cleave is undocumented. Though because the sword already is better in terms of raw DPS, the cleave only makes it better.
 
 
: Spreading the damage between body parts may prevent outright destroying body parts, which could be more devastating than extra damage.
 
  
 
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process.
 
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process.
  
:Meanwhile, Cut damage has a chance to ''cleave'' an opponent. If cut damage happens to get a part to 0 HP, then it is much more likely to destroy it. The mace remains superior - it is more likely to cripple/destroy larger body parts whilst not wasting damage.
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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. If cut damage happens to get a part to 0 HP, then it is much more likely to destroy it. The mace remains superior - it is more likely to cripple/destroy larger body parts whilst not wasting damage.
  
 
:Overkill is unlikely to matter for weapons below masterwork [[quality]]. Plasteel / uranium weapons at excellent quality will barely be able to destroy larger body parts, like the arms, in 1 hit, meaning overkill damage is almost nonexistent. Lower qualities won't be able to destroy large parts in 1 hit. With lower qualities, overkill is only relevant if a body part is hit twice in a row. This is much less important than DPS and the [[pain]] it inflicts.
 
:Overkill is unlikely to matter for weapons below masterwork [[quality]]. Plasteel / uranium weapons at excellent quality will barely be able to destroy larger body parts, like the arms, in 1 hit, meaning overkill damage is almost nonexistent. Lower qualities won't be able to destroy large parts in 1 hit. With lower qualities, overkill is only relevant if a body part is hit twice in a row. This is much less important than DPS and the [[pain]] it inflicts.
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*'''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 Stats Table}}
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{{Weapon Quality Table}}
  
 
== Version history ==
 
== Version history ==

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