Difference between revisions of "Plasmasword"

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{{Royalty}}
 
{{Royalty}}
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{{For|the persona variant of this weapon|Persona plasmasword}}
 
{{For|the persona variant of this weapon|Persona plasmasword}}
 
{{Infobox main|weapon
 
{{Infobox main|weapon
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== Summary ==
 
== Summary ==
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.
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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]].
  
 
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.
 
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 ==
As the Plasmasword can set enemies on fire, it makes a powerful weapon against non-mechanoid enemies in the game. 1v1 fights generally tilt in favor of the plasmasword wielder since setting enemies on fire can prevent them from fighting back.
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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.
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 +
[[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}}
 
{{Weapon Quality Table|Plasmasword | Melee}}

Revision as of 17:53, 30 December 2022

Plasmasword

Plasmasword

A metal-cored sword with a cutting edge. Plasma is wrapped around the core, held in place by an energy field. Targets are both sliced by the metal core, as well as burned or ignited by the plasma sheath.

Base Stats

Type
EquipmentWeapons
Tech Level
Ultra
Weapon Class
Ultra
Market Value
2000 Silver
Mass
2 kg

Melee Combat

Mode
Melee
Melee Attack 1
Handle
12 dmg (Blunt)
18% AP
2.0 seconds cooldown
Melee Attack 2 
Point
21 dmg (Stab)
32% AP
2.6 seconds cooldown
Melee Attack 3 
Edge
21 dmg (Cut)
32% AP
2.6 seconds cooldown
Melee Average DPS
7.85
Melee Average AP
30%
Technical
weaponTags
UltratechMelee
thingSetMakerTags
RewardStandardMidFreq


The Plasmasword is a melee weapon added by the Royalty DLC that does a decent amount of damage, has a medium cooldown, and deals sharp damage with the bonus of frequently setting the opponent on fire.

Acquisition

Plasmaswords cannot be crafted, instead they can only be purchased from Outlander and Empire combat suppliers and faction bases, or recieved as a quest reward.

They can also be obtained from the following raider types:

Raider Kind Chance Average Quality Health
Champion ?% ? 70-230%
Nobles (All) ?% Excellent 100%

Summary

Plasmaswords perform largely the same as any other melee weapon, with one primary difference. When performing the Cut and Stab attacks, a successful strike has a 50% chance to do an extra 10 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 launchers. It is currently unknown whether this is intended behavior, or a bug.

Analysis

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 melee block and ruin your formation.

Mechanoids 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 packs - 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.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Plasmasword Plasmasword Handle (Blunt) Point (Stab) Edge (Cut) Human: Left & rigth fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 6.03 22.4% 9.6 2s 14.4% 4.8 8.33% 16.8 2.6s 25.6% 6.46 37.5% 16.8 2.6s 25.6% 6.46 37.5% 8.2 2s 12% 4.1 8.33% 100 1000 Silver
    Poor 6.71 24.95% 10.8 2s 16.2% 5.4 8.33% 18.9 2.6s 28.8% 7.27 37.5% 18.9 2.6s 28.8% 7.27 37.5% 8.2 2s 12% 4.1 8.33% 100 1500 Silver
    Normal 7.39 27.5% 12 2s 18% 6 8.33% 21 2.6s 32% 8.08 37.5% 21 2.6s 32% 8.08 37.5% 8.2 2s 12% 4.1 8.33% 100 2000 Silver
    Good 8.08 30.05% 13.2 2s 19.8% 6.6 8.33% 23.1 2.6s 35.2% 8.88 37.5% 23.1 2.6s 35.2% 8.88 37.5% 8.2 2s 12% 4.1 8.33% 100 2500 Silver
    Excellent 8.76 32.6% 14.4 2s 21.6% 7.2 8.33% 25.2 2.6s 38.4% 9.69 37.5% 25.2 2.6s 38.4% 9.69 37.5% 8.2 2s 12% 4.1 8.33% 100 3000 Silver
    Masterwork 10.47 38.98% 17.4 2s 26.1% 8.7 8.33% 30.45 2.6s 46.4% 11.71 37.5% 30.45 2.6s 46.4% 11.71 37.5% 8.2 2s 12% 4.1 8.33% 100 4000 Silver
    Legendary 12.63 47.03% 19.8 2s 29.7% 9.9 25% 34.65 2.6s 52.8% 13.33 37.5% 34.65 2.6s 52.8% 13.33 37.5% 8.2 2s 12% 4.1 0% 100 5000 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Note that DPS does not take the chance of Flame damage into account.

    Version history

    • Royalty DLC Release - Added.
    • 1.2.2719 - Damage increased from 19 to 20, extra flame damage chance increased from 30% to 50%.