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<noinclude>{{obsolete}}</noinclude>
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{{Define|Body Part
{{infobox main|
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| image = Artificial Organ
| set property = false <!--Disables property setting as this page is obsolete-->
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| always haulable = true
| name = Scyther blade
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| def name = ScytherBlade
| image = Health item bionic.png
 
| type = Medical Items
 
| type2 = Body Parts
 
 
| description = Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.
 
| description = Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.
| class = Spacer
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| graphic class = Graphic_Single
| meleeattack1dmg = 20
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| graphic path = Things/Item/BodyPart/ArtificialOrgan
| meleeattack1type = Sharp
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| is body part = true
| meleeattack1cool = 1.66
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| label = scyther blade
| meleeattack1ap = 35
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| parent name = BodyPartBase
| MeleeWeaponAverageDPS = 12
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| path cost = 10
| MeleeWeaponAverageAP = 35
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| selectable = true
| damage type = Blunt
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| thing class = ThingWithComps
| mode = Melee
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| ticker type = Never
| mass = 4
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| tradeability = Sellable
| marketvalue = 2000
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| use hit points = true
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| flammability base = 1.0
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| market value base = 2000
 
| max hit points base = 50
 
| max hit points base = 50
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|mass = 4
 
}}
 
}}
The '''Scyther blade''' is a [[mechanoid]] body part attached to scythers only and used in replacement of melee weapons or fists. Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat. Then it can be surgically installed to colonists with natural arms. If an installed scyther blade is replaced with an artificial arm or another hand attachment, the blade will be removed and boxed for reuse. Scyther blades are extremely valuable items with a base market price of 2000 silver. When social fighting, colonists will not use the scyther blade to hit the opponent.
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{{#set:Melee Damage Base = 20| Melee Cooldown Base = 60| Damage Type = Sharp}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}}
  
A scyther blade deals 20 damage, compared to 7 damage from a fist but comes with a significant tradeoff by reducing part efficiency to 20%. A colonist with only one normal hand and a blade on the other has 60% manipulation.  
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{{Info|Once removed from an incapacitated [[Mechanoid Scyther|scyther]], [[Scyther Blade|scyther blades]] can then be installed onto a colonist as replacements for their fists. A scyther blade cannot be salvaged if it has been damaged or if the scyther is dead. To remove a blade, add a bill in the scyther's Health, Modifications tab. Only a colonist set as a constructor can extract the blade.
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Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393)
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A scyther blade can only be installed on a natural arm and it deals 20 damage, compared to 5 damage from a fist. If a scyther blade is installed on an arm which gets replaced with an artificial arm, then the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the arm's efficiency to 20%. A colonist with one normal arm and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation.
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When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one blade and one normal fist is less effective than having two blades. A colonist equipped with one or more blades should not wield a melee weapon because they will use the weapon instead of their blades.
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}}
  
A colonist with two blades will have 20% manipulation, making one terrible at anything needing manipulation, but great at melee by out-DPS'ing a normal plasteel [[longsword]] (12.12 vs 10) if all blows connect. However, since scyther blades have a heavy manipulation penalty, they are very inaccurate and can only be expected to hit around 50 - 70% of the time, for an effective DPS of around 6 to 8.4, making them no match for many other melee weapons.
 
<div><li style="display: inline-table;">
 
 
{| {{STDT| c_06 text-center}}
 
{| {{STDT| c_06 text-center}}
 
! Melee Attack !! Damage Amount !! Cooldown !!DPS
 
! Melee Attack !! Damage Amount !! Cooldown !!DPS
 
|-
 
|-
 
![[Injury#Cut|Cut]]
 
![[Injury#Cut|Cut]]
| 20
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|{{Q|{{BASEPAGENAME}}|Melee Damage Base}}
| 100
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|{{Q|{{BASEPAGENAME}}|Melee Cooldown Base}}
| 12
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|{{Q|{{BASEPAGENAME}}|Maximum DPS}}
 
|}
 
|}
</li><div>
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Added
 
* Prior to Alpha 17 it used to be extremely powerful, delivering high amounts of damage (20 DPS) that surpasses everything else in-game if installed on both hands. In A17 its attack speed has been greatly nerfed, and since manipulation now affects melee accuracy, its accuracy suffered a great penalty as well.
 
* Beta 0.19/1.0 - Removed from the game. 
 
 
[[Kind::Weapons| ]]
 
 
{{nav|body parts|wide}}
 

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