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− | {{Royalty}} | + | {{Royalty}}{{infobox main| |
− | {{ | ||
| name = Venom fangs | | name = Venom fangs | ||
− | | image = Health item prosthetic.png | + | | image = Health item prosthetic.png|Venom fangs |
| type = Medical Items | | type = Medical Items | ||
| type2 = Body Parts | | type2 = Body Parts | ||
− | |||
| description = A pair of injectors implanted through the canine teeth, connected to a venom pump. The user can bite an enemy, extend the injectors, and pump venom into the target. | | description = A pair of injectors implanted through the canine teeth, connected to a venom pump. The user can bite an enemy, extend the injectors, and pump venom into the target. | ||
| class = | | class = | ||
| meleeattack1dmg = 15 | | meleeattack1dmg = 15 | ||
| meleeattack1type = Toxic bite | | meleeattack1type = Toxic bite | ||
− | | meleeattack1part = Venom | + | | meleeattack1part = Venom Fangs |
| meleeattack1cool = 2 | | meleeattack1cool = 2 | ||
| meleeattack1ap = 22 | | meleeattack1ap = 22 | ||
− | |||
| MeleeWeaponAverageDPS = 7.5 | | MeleeWeaponAverageDPS = 7.5 | ||
| MeleeWeaponAverageAP = 22 | | MeleeWeaponAverageAP = 22 | ||
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| thingSetMakerTags = RewardStandardLowFreq | | thingSetMakerTags = RewardStandardLowFreq | ||
}} | }} | ||
− | '''Venom | + | The '''Venom Fangs''' gives a pawn that's been implanted with it an attack with 15 AP and 7.5 DPS, and inflicts [[toxic buildup]] at roughly 1.5% per damage dealt. |
== Acquisition == | == Acquisition == | ||
− | Venom fangs can be | + | Venom fangs can only be made at [[Machining table]] and require [[Research#Poison synthesis|Poison Synthesis]] to be researched in order to be constructed. This research requires the use of the relevant [[Techprint]]. Venom fangs require {{icon|steel|40}} [[steel]] and {{Icon|component|7}} [[component]]s. They require a crafting skill of 5. |
− | The | + | The item can also be traded from exotic [[traders]], and can be earned as a [[quests|quest]] reward. |
− | == | + | == Effectiveness == |
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− | + | The venom fang is a somewhat weak melee implant that can inflict the [[toxic buildup]] debuff when used. It is weaker then a [[quality|normal quality]] [[steel]] [[longsword]] against unarmored enemies, and falls even further away against [[armor]]ed foes due to its worse armor penetration. As a dedicated melee weapon it is outclassed by all other melee implants unlocked by the compact weaponry and poison synthesis [[techprint]], and is massively outclassed by most dedicated melee weapons. It should not be considered as a pawn's primary offensive option. | |
− | The venom fang is a somewhat weak melee implant that can inflict the toxic buildup debuff when used. It is weaker then a [[quality|normal quality]] [[steel]] [[longsword]] against unarmored enemies, and falls even further away against [[armor]]ed foes due to its worse armor penetration. As a dedicated melee weapon it is outclassed by all other melee implants unlocked by the compact weaponry and poison synthesis [[techprint]], and is massively outclassed by most dedicated melee weapons. It should not be considered as a pawn's primary offensive option. | ||
The primary benefit of fangs over other implanted melee weapons is that it blocks neither artificial arms nor artificial legs from also being used. | The primary benefit of fangs over other implanted melee weapons is that it blocks neither artificial arms nor artificial legs from also being used. | ||
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== How to capture an enemy alive == | == How to capture an enemy alive == | ||
− | This exact method is also applicable to the [[venom talon]] | + | |
+ | This exact method is also applicable to the [[venom talon]] | ||
=== Method === | === Method === | ||
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=== Flaws === | === Flaws === | ||
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This method of capturing enemies alive is not without its flaws however. Firstly, depending on which [[psycasts]] you have available, your psycaster may have to place themselves dangerously close to the enemy in order to be able to reach the desired target with the skip [[psycast]]'s modest range. This risk can be mitigated by the invisibility [[psycast]] allowing you to get closer without risk, or the mass chaos skip [[psycast]] to spread enemies out, though this can backfire by sending [[raiders]] where you don't want them to go. | This method of capturing enemies alive is not without its flaws however. Firstly, depending on which [[psycasts]] you have available, your psycaster may have to place themselves dangerously close to the enemy in order to be able to reach the desired target with the skip [[psycast]]'s modest range. This risk can be mitigated by the invisibility [[psycast]] allowing you to get closer without risk, or the mass chaos skip [[psycast]] to spread enemies out, though this can backfire by sending [[raiders]] where you don't want them to go. | ||
Secondly, high levels of [[toxic buildup]] can cause [[dementia]] and [[carcinoma]] to form in the people you capture. After '''500 tests from 90% toxic buildup''' there is a: | Secondly, high levels of [[toxic buildup]] can cause [[dementia]] and [[carcinoma]] to form in the people you capture. After '''500 tests from 90% toxic buildup''' there is a: | ||
− | * 16.4% chance of [[dementia]] | + | *16.4% chance of [[dementia]] |
− | * 6.8% chance of [[carcinoma]] | + | *6.8% chance of [[carcinoma]] |
(Tested on [[Version/1.2.2753|version 1.2.2753]]) | (Tested on [[Version/1.2.2753|version 1.2.2753]]) | ||
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You may want to consider all of these risks before using this tactic. | You may want to consider all of these risks before using this tactic. | ||
− | == Version | + | == Version History == |
− | * | + | *Added in initial release of Royalty |
− | * Version 1.1.? | + | *In Version 1.1.?, buffed from 12% AP and 4.10 DPS to 22% AP and 7.5 DPS. Toxic build up was also improved. |
+ | |||
+ | {{nav|body parts|wide}} | ||
− | + | [[Category: Royalty]] | |
− | [[Category: | + | [[Category:Medical Item]] |
+ | [[Category:Body Part]] |