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{{Infobox main
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{{Rewrite|reason=cleanup}}{{infobox main|
 
| name = Power claw
 
| name = Power claw
| image = Health item prosthetic.png
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| image = Health item prosthetic.png|Power claw
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
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| meleeattack1cool = 2
 
| meleeattack1cool = 2
 
| meleeattack1ap = 33
 
| meleeattack1ap = 33
| body part = Hand
 
 
| MeleeWeaponAverageDPS = 11
 
| MeleeWeaponAverageDPS = 11
 
| MeleeWeaponAverageAP = 33
 
| MeleeWeaponAverageAP = 33
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| techHediffsTags = Advanced, AdvancedWeapon
 
| techHediffsTags = Advanced, AdvancedWeapon
 
| thingSetMakerTags = RewardStandardMidFreq
 
| thingSetMakerTags = RewardStandardMidFreq
}}
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}}{{Info|'''Power claws''' are [[Artificial body part|artificial hand replacements]] that also function as moderately powerful melee [[weapons]] at the expense of slowing a pawn's [[moving]].}}
{{Info|'''Power claws''' are [[Artificial body part|artificial hand replacements]] that also function as moderately powerful melee [[weapons]] at the expense of slowing a pawn's [[moving]].}}
 
  
 
== Acquisition ==
 
== Acquisition ==
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=== Other effects ===
 
=== Other effects ===
Each power claw inflicts a {{--|8%}} [[Moving]] penalty. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a reduction in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.08}}}} levels of [[Melee]] skill per hand replaced.
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Each power claw inflicts a {{--|8%}} [[Moving]] penalty. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a improvement in [[melee dodge chance]] equivalent to an losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.08}}}} levels of [[Melee]] skill per hand replaced.
  
 
=== Combat ===
 
=== Combat ===
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! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type
 
! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type
 
|-
 
|-
! {{Icon Small|Heart|32}}
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! {{Icon small|Heart|32}}
 
! style='text-align: left !important;'| Human Fist
 
! style='text-align: left !important;'| Human Fist
 
| {{Q|Human|Attack 1 Damage}}
 
| {{Q|Human|Attack 1 Damage}}
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| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]
 
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]
 
|-
 
|-
! {{Icon Small|{{PAGENAME}}|32}}
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! {{Icon small|{{PAGENAME}}|32}}
 
! {{PAGENAME}}
 
! {{PAGENAME}}
 
| {{P|Attack 1 Damage}}
 
| {{P|Attack 1 Damage}}
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|-
 
|-
 
|}
 
|}
</li></div>
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</li><div>
  
 
=== Installation ===
 
=== Installation ===
 
A power claw can only be installed on a natural arm. It cannot be installed on artificial body parts that replace the entire arm, such as the [[bionic arm]], and will cause the removal of any parts installed into the hand, such as the [[hand talon]] {{RoyaltyIcon}}. It also will replace or be replaced by any other part that replaces the hand, such as the [[field hand]] {{RoyaltyIcon}}. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed for later reuse.
 
A power claw can only be installed on a natural arm. It cannot be installed on artificial body parts that replace the entire arm, such as the [[bionic arm]], and will cause the removal of any parts installed into the hand, such as the [[hand talon]] {{RoyaltyIcon}}. It also will replace or be replaced by any other part that replaces the hand, such as the [[field hand]] {{RoyaltyIcon}}. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed for later reuse.
  
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 4.
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Installing the part requires {{ticks|2500}} of work, 2x medicine of ??{{Check Tag|What Quality?|Herbal, Industrial, Glitterworld?}} quality or better, and a [[Skills#Medical|Medical skill]] of 4.
  
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.
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Removing the part requires {{ticks|2500}} of work, 1x medicine of ??{{Check Tag|What Quality?|Herbal, Industrial, Glitterworld?}} quality or better, and a [[Skills#Medical|Medical skill]] of ?.
  
If the operation fails, the part will be destroyed, like other prosthetics.
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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
  
 
== Analysis ==
 
== Analysis ==
In terms of {{DPS}}, the power claw is the strongest [[body part weapon]] in the game, and the only dedicated example available without the [[Royalty DLC]]. Overall, the power claw offers a way for ranged pawns to defend themselves in melee, at the cost of their Moving. It can also be used as a dedicated melee weapon during the early game.
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{{Stub|section=1|reason=General analysis, current analysis waffles on. Also melee dodge chance reduction is equivalent to losing ~1.5 levels of melee skill}}
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The power claw has the highest damage, AP, and DPS of all [[artificial body parts]], and is as a moderately powerful melee weapon in its own right - attacking 25% faster than a [[Quality|normal]] [[steel]] [[longsword]], but with
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otherwise equivalent stats, and producing a DPS competitive with a normal [[plasteel]] longsword. Additionally, like all body part weapons, a pawn can be equipped with both a power claw and a ranged weapon. However, there are a variety of ramifications from its use that limit its utility, depending on what it is compared to.  
  
A power claw, on its own, is competitive with a normal quality [[plasteel]] [[longsword]], though with a Moving penalty. They can also be obtained very early in the game, even before [[Research#Smithing|Smithing]], through [[trade]] or [[quest]]s. This makes the claw a powerful melee weapon in the early game, both strong and cheap. But as power claws are not impacted by quality, they will fall behind dedicated melee weapons which do more DPS and don't decrease Moving or Melee Dodge Chance. Regular weapons are also not incompatible with [[bionic arm|bionic]] and [[archotech arm]]s, both of which ''increase'' [[Melee Hit Chance]] instead. Finally, note that power claws require [[surgery]], which is risky without a good doctor and a clean hospital.  
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Note, that no matter what role the power claw is placed into, there is little reason to install more than one.
  
If a pawn is already holding a stronger melee weapon, adding a power claw would offer a marginal benefit. Because of the [[melee verb selection]] mechanic, pawns will use their "Best" attacks 75% of the time, and "Mid" attacks the rest of the time. The power claw falls into the "Mid" category alongside fist and/or handle attacks even when wielded with relatively accessible melee weapons such as Normal quality plasteel longswords or Good quality uranium maces. The end result in a {{DPS}} improvement of only {{+|{{%|11.312/10.714-1 round 3}}}} and {{+|{{%|11.05/10.52-1 round 3}}}} respectively, and the relative improvement only shrinks with higher qualities. And this still comes at the cost of Moving and Melee Dodge Chance.  
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===Melee weapons===
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Compared to actual melee weapon, a power claw acquired through trade or quest reward shines in the early game before [[Research#Smithing|Smithing]] and/or [[Research#Long blade|Long blades]] have been researched, or before high quality crafters and materials like [[uranium]] and plasteel become common. However, this lifespan is limited by the claw's lack of [[Quality]] multipliers. Crafted melee weapons of the right material quickly begin to outshine the power claw's attack in the midgame. More importantly, unlike the claw, those weapons can be used with [[bionic arm|bionic]] and [[archotech arm]]s which increase [[Manipulation]] and [[Melee Hit Chance]] and don't decrease [[Moving]] and [[Melee Dodge Chance]]. Thus, a melee pawn armed with only an equivalent melee weapon can still be superior to one armed with a power claw.  
  
The melee verb system also means that installing 2 claws is essentially never beneficial. If it is the "Best" category, it either won't improve DPS or it will improve DPS ''more'' to drop the equipped weapons. If its in "Mid", the actual effect on DPS of further diluting the handle attacks is tiny.  
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===Body part weapons===
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{{Stub|section=1|reason= Comparison to the combat and non-combat uses of the bionic and archotech arms}}
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Compared to other body part weapons, there are different considerations. All such weapons fall into the same issue of being replaced by high quality, good material melee weapons. Instead, they typically act as sidearms for ranged fighters so that they don't have to rely on their using their ranged weapon's mediocre melee attacks should they or the enemy close. In this role, the power claw is a serious contender as the most powerful of any such weapon. Only the [[hand talon]]{{RoyaltyIcon}} provides comparable DPS, but does so with less than half the AP. The power claw remains incompatible with other hand and arm bionics however, and depending on the non-combat role of the pawn, other options  may offer a way to increase both the melee potential and work output of pawns that the power claw does not. For example, the [[knee spike]]{{RoyaltyIcon}} is compatible with all hand and arm, but not leg, bionics, and the [[elbow blade]]{{RoyaltyIcon}} which is compatible with hand and leg, but not arm, bionics. And in return, they lose approximately 20% of their DPS compared to the power claw. For example, a ranged-fighting planter will perform significantly better with two [[field hand]]s and [[bionic leg]]s and is fully compatible with the elbow blade, but not the power claw. The loss of DPS in the rare instances that they close is likely acceptable.  
  
One of the key advantages of body part weapons is that they can be "wielded" with a ranged weapon, allowing a gunner to also be effective in melee. [[Shooting Accuracy]] also doesn't benefit from bionic arms, and Moving is less important to ranged fighters, reducing the tradeoffs associated with the power claw.  
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The moving penalty offered by the power claw also negatively affects some comparisons as well. While likely not relevant on a researcher who sits all day, planter or hauler who spends a significant proportion of their time walking to their tasks will be have their work rate significantly reduced.
  
----
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===Slaves===
=== Compared to other artificial body parts ===
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{{Ideology|No category}}
In the [[Royalty DLC]], there are many other options for a "sidearm" artificial body parts. The main differences between the various options are: {{DPS}}, {{AP}}, and which part it attaches to. In addition, the power claw is the only body part weapon that reduces [[Moving]], which has an impact on melee combat.
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Slaves represent a unique use case for body part weapons. As melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicate melee weapons is also less relevant.
  
* [[Hand talon]]s{{RoyaltyIcon}} provide very similar DPS, but at {{--|17%}} AP. However, they do not slow down the user at all. They are attached on the hand and require an organic hand to do so.
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===Prosthesis===
* [[Elbow blade]]s{{RoyaltyIcon}} attach to the organic arm, and is not incompatible with the [[field hand]].{{RoyaltyIcon}} They are weaker than the hand talon but offer slightly more {{AP}}.
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Finally there is the use as a prosthesis. Despite primarily being a weapon, the power claw does fully replace the functionality of a damaged or missing hand. If a power claw is available, but a bionic or archotech arm is not, or are otherwise contraindicated, such as on a pawn that will eventually host a currently unavailable [[field hand]]{{RoyaltyIcon}}, they are a useful and low cost way to regain full capability. The penalty to [[moving]] must be considered however.
* [[Knee spike]]s{{RoyaltyIcon}} attach to the organic leg. They are weaker than the hand talon but offer slightly more {{AP}}.
 
* [[Venom fangs]]{{RoyaltyIcon}} attach to the jaws, which no other body part weapon does. They are one of the weaker options, but do not impede the arm or leg. They also cause [[toxic buildup]].
 
As the power claw incurs a Melee Dodge Chance penalty, other body part weapons may be worth considering. For a ranged fighter, raw DPS may not be a primary concern. Many ranged pawns will rarely need to melee, and the Moving penalty impedes [[kiting]]. So if a hand talon is ''sufficient'' to distract (and eventually defeat) a melee enemy, then there's no need to install a power claw that penalizes you.
 
 
 
[[Bionic arm]]s and [[archotech arm]]s offer a "fist" attack, which are much weaker to the power claw. However, each bionic arm increases [[Melee Hit Chance]] by {{+|{{#expr: {{Q|Melee Hit Chance|Manipulation Importance}}*0.08}}}} Melee levels, and an archotech arm offers double the benefit. Both bionics also offer an increase in [[Manipulation]] and no decrease in Moving, which helps with general work tasks.
 
 
 
Unlike hand talons, but like bionic/archotech arms, power claws replace the entire hand. This can be used to replace a missing hand. Compared to the [[wooden hand]], the power claw gives {{+|10%}} [[Manipulation]] for {{--|8%}} [[Moving]]. If you later install a [[bionic arm]] (or other hand/full arm replacement), then the power claw will be retrieved safely, so long as the surgery succeeds.
 
 
 
=== Slaves ===
 
[[Slave]]s{{IdeologyIcon}} represent a unique use case for body part weapons. As proper melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicated melee weapons is also less relevant.
 
  
 
== Version history ==
 
== Version history ==
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* [[Version/1.1.2587|1.1.2587]] - DPS was buffed but it also slowed movement.
 
* [[Version/1.1.2587|1.1.2587]] - DPS was buffed but it also slowed movement.
  
{{Nav|body parts|wide}}
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{{nav|body parts|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]
 
[[Kind::Weapons| ]]
 
[[Kind::Weapons| ]]

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