Editing Mace

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Infobox main|weapon
+
{{infobox main|weapon|
| name = Mace
+
|name = Mace
| image = Mace.png
+
|image = Mace.png|Mace
| type = Equipment
+
|type = Equipment
| type2 = Weapons
+
|type2 = Weapons
| tech level = Medieval
+
|description = "A refined club, engineered for efficient swinging and deadly impacts."
| description = A refined club, engineered for efficient swinging and deadly impacts.
+
|class = Medieval
| class = Medieval
+
|mode = Melee
| mode = Melee
+
|damage type = Blunt
| damage type = Blunt
+
|meleeattack1dmg = 9
| meleeattack1dmg = 9
+
|meleeattack1type = poke
| meleeattack1type = poke
+
|meleeattack1part = handle
| meleeattack1part = handle
+
|meleeattack1cool = 2
| meleeattack1cool = 2
+
|meleeattack1ap = 13
| meleeattack1ap = 13
+
|meleeattack2dmg = 15.7
| meleeattack2dmg = 15.7
+
|meleeattack2type = blunt
| meleeattack2type = blunt
+
|meleeattack2part = head
| meleeattack2part = head
+
|meleeattack2cool = 2
| meleeattack2cool = 2
+
|meleeattack2ap = 24
| meleeattack2ap = 24
+
|MeleeWeaponAverageDPS = 7.02
| MeleeWeaponAverageDPS = 7.02
+
|MeleeWeaponAverageAP = 21
| MeleeWeaponAverageAP = 21
 
 
| production facility 1 = Fueled smithy
 
| production facility 1 = Fueled smithy
 
| production facility 2 = Electric smithy
 
| production facility 2 = Electric smithy
| research = Smithing
+
|resource 1 = Stuff
| resource 1 = Stuff
+
|resource 1 amount = 50
| resource 1 amount = 50
+
|stuff tags = Metallic, Woody
| stuff tags = Metallic, Woody
 
 
| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 3
 
| skill 1 level = 3
| work to make = 6000
+
|work to make = 6000
| mass base = 1.25
+
|mass base = 1.25
| has quality = True
+
|weaponTags = MedievalMeleeDecent
| weaponTags = MedievalMeleeDecent
 
 
}}
 
}}
 
The '''mace''' is a melee weapon that does a moderate amount of blunt damage, and has a moderate cooldown. As a blunt weapon, mace attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons.
 
The '''mace''' is a melee weapon that does a moderate amount of blunt damage, and has a moderate cooldown. As a blunt weapon, mace attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons.
  
 
== Acquisition ==
 
== Acquisition ==
Maces can be crafted at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
+
Maces can be crafted at the [[fueled smithy]] or [[electric smithy]] once the [[Research#Smithing|Smithing]] research has been completed; with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.  
  
 
Maces can also be [[Trade|purchased]] from outlander and orbital combat suppliers, or from outlander and pirate [[raider]]s drops.
 
Maces can also be [[Trade|purchased]] from outlander and orbital combat suppliers, or from outlander and pirate [[raider]]s drops.
  
 
== Analysis ==
 
== Analysis ==
Maces are the strongest blunt weapon that can be crafted by your colony without the [[Royalty DLC]].  
+
Compared to its neolithic 'ancestor', the [[club]], the mace is somewhat more expensive to produce and has a slightly shorter cooldown period. The mace is best when made with [[uranium]] rather than [[plasteel]]; though slightly slower, the high damage multiplier will result in a higher damage output, and also better armor penetration.
  
The mace is best when made with [[uranium]], due to the metal's blunt damage multiplier.  
+
== Material table ==
 +
In the following table, clubs of different types along with their damage charts are displayed.
  
Blunt weapons are often seen as "anti-armor" weapons, due to the tiny amounts of Blunt armor that most enemies have. In this role, the mace faces heavy competition with the [[spear]]. This is because enemies with especially strong armor are quite rare in practice.
+
{| class="wikitable sortable"
 +
|-
 +
! Material !! Beauty !! Market Value !! Work To Make !! Melee Damage Per Second !! Melee Armor Penetration
 +
|-
 +
| [[Gold]] || 17 || $5020 || 90 || 7.02 || 21%
 +
|-
 +
| [[Plasteel]] || -3 || $500 || 220 || 7.90 || 19%
 +
|-
 +
| [[Silver]] || 3 || $520 || 100 || 7.02 || 21%
 +
|-
 +
| [[Steel]] || -3 || $117 || 100 || 7.02 || 21%
 +
|-
 +
| [[Uranium]] || -3 || $340 || 190 || 9.57 || 32%
 +
|-
 +
| [[Wood]] || -3 || $75 || 70 || 6.32 || 19%
 +
|}
  
== Comparisons ==
+
==Mace vs. Comparable Weapons==
=== Comparison to spear ===
+
<!--
Before considering armor, spears deal more raw damage. A steel spear deals {{+|{{%| 7.88/7.01 -1 round 3}}}} more {{DPS}} than a steel mace of equal quality. A [[plasteel]] spear does {{+|{{%| 10.55/9.56 -1 round 3}}}} of a uranium mace. While spears fare worse against armor, they have high {{AP}}. A plasteel spear has 55% AP on its only "Sharp" attack, meaning it ignores all Sharp armor below 55%.
+
    Table cell hex colour values for win rates:
 +
    0 - 20.83% win rate = #FF6969
 +
    20.84 - 31.24% win rate = #FF9B72
 +
    31.25 - 43.74% win rate = #FFCD7B
 +
    43.75 - 56.25% win rate = #FFFF85
 +
    56.26 - 68.75% win rate = #CDFF7B
 +
    68.76 - 79.16% win rate = #9BFF72
 +
    79.17 - 100.00% win rate = #69FF69
 +
-->
  
So at normal quality, a plasteel spear deals more damage than a [[uranium]] mace until fighting enemies with {{%| (9.56/10.55 -1)/(-0.75) + 0.55 round 2}} <!--
+
This section goes over how well the mace fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.  
We are solving for 1 / (Spear DPS Improvement%) = (Armor Reduction%). We can get DPS Improvement using (DPS Spear / DPS Mace). For armor, we know that 1% AP reduces 1% of armor, and 1% of armor equals -0.75% damage, which is subtracted from 100% damage. Since spear's only Sharp attack has 55% AP, we use that instead of spear's avg AP.  
 
  
Sub variables in and you get (9.56 / 10.55) = (100 - 0.75(x - 55))%. Solve for x and we get (9.56 / 10.55 - 1) / -0.75 = (x - 0.55), after converting percents into decimals. ---> Sharp armor. This is before considering quality; at higher quality, the spear only gets better. For example, if both weapons are excellent, then the mace only starts to become better at {{%|(11.48/12.63 -1)/(-0.75) + 0.66 round 2}} armor. For reference, [[centipede]]s have 72% armor.
+
=== Methodology ===
  
Maces would remain better against [[flak vest]]s and [[power armor]]. Of these, the flak vest only matters if you actually ''hit'' the vest, which only covers the torso and neck. Power armor, as mentioned above, are rare on enemies in practice. In contrast, spears are noticeably better against unarmored & lightly armored targets, and roughly equal against centipedes. As spears are ''more useful against more targets'', without compromising performance against medium armor, they are often a better weapon ''in practice''. (If you happened to fight a lot of power armor enemies, maces would come on top).
+
<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
 +
<div class="mw-collapsible-content">
 +
* All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
 +
* All pawns have a skill level of 8 in melee
 +
* No pawns have any traits that affect combat performance
 +
* All pawns are of 18 years of age and completely healthy</div>
 +
</div>
  
The big advantage of the mace is that it's cheaper. It costs {{Icon Small|stuff}} 25 material less. They are unlocked with [[Research#Smithing|Smithing]] rather than [[Research#Long blades|Long Blades]]. [[Uranium]] is cheaper than [[plasteel]], and much less useful in the early- and mid-game.
 
  
----
+
Results in the table below are the percentages of battles that maces either won or tied against the weapon listed in the first column of said table, with a sample size of 2,000 battles per result. Higher percentages are better.
'''This comparison falls off at Masterwork quality or higher,''' but it's not because of armor. Instead, it's due to the overkill mechanics of both weapons.
 
* The spear, as ''[[Damage Types#Stab|Stab]]'' damage, can only ever hit a single body part. If a 42 damage spear hits a 25 damage arm, the arm is destroyed. Overkill damage, i.e. 17 damage ({{%|(17/42) round 2}} of the attack), is completely wasted.
 
* The mace, as ''[[Damage Types#Blunt|Blunt]]'' damage, will spread damage if it causes overkill. If a mace destroys the arm, it will damage the shoulder, too.
 
This results in the mace better against humans, and the spear being better against centipedes.
 
  
=== Comparison to longswords ===
 
Like the spear, the [[longsword]] is a sharp weapon. Steel longswords are about {{%| 7.96/7.01 -1 round 3}} stronger than steel maces. Plasteel longswords are {{%| 10.71/9.56 -1 round 3}} stronger than uranium maces. Additionally, longswords have the advantage of the ''[[Damage Types#Cut|Cut]]'' damage type, which does bonus cleaving damage. But pawns tend to have much lower Blunt armor than they do sharp. This results in armor being the main determinant in this comparison.
 
  
The exact breakpoints vary on [[quality]] and material. In general, a normal [[plasteel]] longsword can beat a normal [[uranium]] mace against targets wearing just [[flak jacket]]s or [[flak pants]], as well as unarmored pawns. Armor pieces like [[flak vest]]s and [[power armor]] reduce the longsword to the point of being worse than the mace.
+
The following armor categories are:
 +
* '''Unarmored - '''[[Plainleather]] [[button-down shirt]] and plainleather [[pants]]
 +
* '''Flak - '''[[Steel]] [[simple helmet]], [[flak jacket]], [[flak vest]], plainleather button-down shirt and [[flak pants]]
 +
* '''Marine - '''[[Marine helmet]], [[marine armor]], plainleather button-down shirt and plainleather pants
  
Blunt damage has a few minor advantages, which is listed in the [[Damage Types#Blunt|Blunt]] weapon page.
 
  
=== Comparison to other blunt weapons ===
+
{| class="wikitable sortable" style="text-align: center"
==== Clubs ====
+
! Steel mace vs. !! Unarmored !! Flak !! Marine
Compared to its neolithic 'ancestor', the [[club]], the mace is 10 units more expensive, has a greater damage per hit, and swings just as fast. However, maces are impacted by [[quality]], while clubs aren't. A poor or awful mace will be worse than a club of the same material. In contrast, a good mace will clearly outperform a club.
+
|-
 +
! Steel club
 +
| style="background: #CDFF7B" | 61.05% || style="background: #CDFF7B" | 60.10% || style="background: #CDFF7B" | 60.15%
 +
|-
 +
! Steel gladius
 +
| style="background: #FFFF85" | 47.75% || style="background: #CDFF7B" | 65.85% || style="background: #69FF69" | 85.40%
 +
|-
 +
! Steel spear
 +
| style="background: #FFFF85" | 49.25% || style="background: #FFFF85" | 55.85% || style="background: #CDFF7B" | 68.15%
 +
|-
 +
! Steel longsword
 +
| style="background: #FFCD7B" | 32.90% || style="background: #FFFF85" | 48.25% || style="background: #9BFF72" | 68.90%
 +
|-
 +
! Uranium mace
 +
| style="background: #FF9B72" | 29.05% || style="background: #FF9B72" | 26.10% || style="background: #FF9B72" | 24.55%
 +
|-
 +
|}
  
==== Warhammers ====
 
The [[warhammer]]{{RoyaltyIcon}} costs 3x the materials and requires [[Research#Long Blades|Long blades]] researched. However, it isn't conventionally stronger. The mace is actually {{%| 9.56/9.31 round 3}} stronger, in raw {{DPS}}, than the warhammer. The warhammer has slightly more {{AP}}, but a uranium mace already has such high AP that no (reasonable) enemy can resist it.
 
  
The warhammer's big advantage, is that it swings slower, but with a stronger hit. This makes it more likely to destroy body parts. The effect of this heavily depends on quality and damage output.
+
{| class="wikitable sortable" style="text-align: center"
 +
! Uranium mace vs. !! Unarmored !! Flak !! Marine
 +
|-
 +
! Uranium club
 +
| style="background: #FFFF85" | 56.10% || style="background: #CDFF7B" | 60.60% || style="background: #CDFF7B" | 59.32%
 +
|-
 +
! Plasteel gladius
 +
| style="background: #FFFF85" | 54.90% || style="background: #9BFF72" | 71.55% || style="background: #69FF69" | 89.95%
 +
|-
 +
! Plasteel spear
 +
| style="background: #FFFF85" | 51.25% || style="background: #CDFF7B" | 59.25% || style="background: #9BFF72" | 74.30%
 +
|-
 +
! Plasteel longsword
 +
| style="background: #FFCD7B" | 37.65% || style="background: #FFFF85" | 49.40% || style="background: #9BFF72" | 69.80%
 +
|-
 +
! Steel mace
 +
| style="background: #9BFF72" | 70.95% || style="background: #9BFF72" | 73.90% || style="background: #9BFF72" | 75.45%
 +
|-
 +
|}
  
*'''At normal or good quality''', this is almost irrelevant against humans, as warhammers don't have enough damage to destroy vital body parts. The mace performs similarly, but is 3x cheaper, so the mace comes out ahead.
 
  
*'''But at masterwork and legendary quality''', the uranium warhammer's damage matters a lot more. It has enough damage to consistently 1-shot or 2-shot humans. The mace would take 3 hits to down from [[pain]], meaning the mace takes more time to actually kill. The differences are further exacerbated with the [[Genes#Strong melee damage|Strong melee ''damage'' gene]].{{BiotechIcon}}
+
<references/>
  
: Against non-humans, where the warhammer no longer 1-shots enemies, the mace would technically come out ahead. However, the [[spear]] and [[longsword]] would deal even more damage. A legendary plasteel spear in particular has enough AP to completely ignore the armor of every non-human in the game.
+
[[Kind::Weapons| ]]
 
+
{{nav|weapon|wide}}
{{Weapon Stats Table}}
+
[[Category:Weapons]]
 
+
[[Category:Equipment]]
== Styles ==
 
{{Ideology|section=1}}
 
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
 
 
 
<gallery>
 
Mace.png|Base variant
 
HoraxianMace.png|Horaxian{{AnomalyIcon}}
 
</gallery>
 
 
 
== Version history ==
 
* Beta 19/1.0 - Damage buffed.
 
* [[Version/1.5.4062|1.5.4062]] - Received a new texture
 
<gallery>
 
Mace Old.png|Texture prior to 1.5
 
</gallery>
 
 
 
{{Nav|weapon|wide}}
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]
 
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Clubs]]
 

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: