Difference between revisions of "Venom fangs"

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The '''Venom Fangs''' gives a pawn that's been implanted with it an attack with 15 AP and 7.5 DPS, and inflicts [[Ailments#Toxic buildup|Toxic Buildup]] at roughly 1.5% per damage dealt.
 
The '''Venom Fangs''' gives a pawn that's been implanted with it an attack with 15 AP and 7.5 DPS, and inflicts [[Ailments#Toxic buildup|Toxic Buildup]] at roughly 1.5% per damage dealt.
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== Acquisition ==
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Crafted at a [[machining table]] if poison synthesis [[Techprint]] has been used.
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The item can also be traded from exotic [[traders]], and can be earned as a [[quests|quest]] reward.
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== 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 [[armour|armored]] 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.
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Despite the fact that it is outclassed by all similar weapons in terms of melee capabilities, the ability to cause [[toxic buildup]] to enemies allows for some very specific but otherwise useful uses. When fighting an enemy [[raider]] there is a high, but random, chance they will be die upon being downed regardless of injuries if the reasons for it are going into [[pain|painshock]] or having less than 15% movement. However, if they are downed through other means such as extreme [[toxic buildup]] it will bypass this dice roll and they will live. This allows you to capture specific enemy [[raiders]] alive in a fairly reliable way.
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== How to capture an enemy alive ==
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This exact method is also applicable to the [[venom talon]]
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=== Method ===
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This method requires both the skip and painblock [[psycast]]s. Other [[psycast]]s, such as invisibilty and neural heat dump, are helpful but not strictly necessary. Make sure your venom fang pawns '''do not have melee weapons''', as otherwise they they will select that more powerful weapon over the fangs.
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You will need two groups of pawns, a psycaster and venom fang toothed pawn(s). While you can have your psycaster also be the one to have the venom fangs, this increases the neural heat cost greatly as more skip [[psycast]]s will have to be cast. Your psycaster should be well ahead of your colonists, able to cast their skip ability on the incoming [[raider]] beyond the range of your colonists guns to ensure they don't get hit due to friendly fire. Your venom fang pawns should be in a sectioned off area either behind a wall or within a [[defense structures|bunker]] with a [[door]] held open, though if you have a high number of venom fang pawns such as 4 or 5, you can down [[raiders]] quickly and reliably enough such that separating them behind a wall/[[defense structures|bunker]]is not needed.
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Find the [[raider]] you wish to capture alive and use the skip [[psycast]] to move them through the open doorway and in melee range of your venom fang pawns. You may have to use multiple skip [[psycasts]] to move them the appropriate distance, and if they are near the back of the enemy group invisibility may be needed to safely get in range. If your psycaster doesn't have enough [[psycast|neural heat]] capacity then you may have to disable the heat limiter or have a target to cast the neural heat dump [[psycast]] on. You '''''must then cast the painblock [[psycast]]''''' as otherwise they may go into [[pain|pianshock]] before reaching extreme [[toxic buildup]], which will cause the dice to roll likely killing them. Once this is done run, skip, or [[jump pack|jump]] your psycaster to safety.
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Have your venom fang pawns close the [[door]] that was held open to ensure the aren't disturbed by other [[raiders]], and the melee the raider you skipped to them. After some attacks the [[raider]] should reach extreme [[toxic buildup]] and be downed, where you can then move your venom fanged pawns to fight the rest of the [[raid]] like normal.
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=== 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.
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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:
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*16.4% chance of [[dementia]]
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*6.8% chance of [[carcinoma]]
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(Tested on [[Version/1.2.2753|version 1.2.2753]])
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Finally, there is a chance you may kill the [[raider]] you are trying to capture by having them reach 100% [[toxic buildup]]. After '''500 tests''' with venom fangs there is a '''9% chance''' of them dying this way. (Tested on [[Version/1.2.2753|version 1.2.2753]])
  
 
== Version History ==
 
== Version History ==

Revision as of 16:26, 30 November 2020

Venom fangs

Venom fangs

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.

Base Stats

Type
Medical ItemsBody Parts
Market Value
355 Silver

Melee Combat

Mode
Melee
"Toxic Bite" is not in the list (Cut, Crush, Blunt, Poke, Demolish, Stab, Scratch, Toxic scratch, Bite, Toxic bite) of allowed values for the "Attack 1 Type" property.
Melee Attack 1
Venom Fangs
15 dmg (Toxic Bite)
22% AP
2 seconds cooldown
Melee Average DPS
7.5
Melee Average AP
22%

Creation


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

Crafted at a machining table if poison synthesis Techprint has been used. The item can also be traded from exotic traders, and can be earned as a quest reward.

Effectiveness

The venom fang is a somewhat weak melee implant that can inflict the toxic buildup debuff when used. It is weaker then a normal quality steel longsword against unarmored enemies, and falls even further away against armored 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.

Despite the fact that it is outclassed by all similar weapons in terms of melee capabilities, the ability to cause toxic buildup to enemies allows for some very specific but otherwise useful uses. When fighting an enemy raider there is a high, but random, chance they will be die upon being downed regardless of injuries if the reasons for it are going into painshock or having less than 15% movement. However, if they are downed through other means such as extreme toxic buildup it will bypass this dice roll and they will live. This allows you to capture specific enemy raiders alive in a fairly reliable way.

How to capture an enemy alive

This exact method is also applicable to the venom talon

Method

This method requires both the skip and painblock psycasts. Other psycasts, such as invisibilty and neural heat dump, are helpful but not strictly necessary. Make sure your venom fang pawns do not have melee weapons, as otherwise they they will select that more powerful weapon over the fangs.

You will need two groups of pawns, a psycaster and venom fang toothed pawn(s). While you can have your psycaster also be the one to have the venom fangs, this increases the neural heat cost greatly as more skip psycasts will have to be cast. Your psycaster should be well ahead of your colonists, able to cast their skip ability on the incoming raider beyond the range of your colonists guns to ensure they don't get hit due to friendly fire. Your venom fang pawns should be in a sectioned off area either behind a wall or within a bunker with a door held open, though if you have a high number of venom fang pawns such as 4 or 5, you can down raiders quickly and reliably enough such that separating them behind a wall/bunkeris not needed.

Find the raider you wish to capture alive and use the skip psycast to move them through the open doorway and in melee range of your venom fang pawns. You may have to use multiple skip psycasts to move them the appropriate distance, and if they are near the back of the enemy group invisibility may be needed to safely get in range. If your psycaster doesn't have enough neural heat capacity then you may have to disable the heat limiter or have a target to cast the neural heat dump psycast on. You must then cast the painblock psycast as otherwise they may go into pianshock before reaching extreme toxic buildup, which will cause the dice to roll likely killing them. Once this is done run, skip, or jump your psycaster to safety.

Have your venom fang pawns close the door that was held open to ensure the aren't disturbed by other raiders, and the melee the raider you skipped to them. After some attacks the raider should reach extreme toxic buildup and be downed, where you can then move your venom fanged pawns to fight the rest of the raid like normal.

Flaws

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:

(Tested on version 1.2.2753)

Finally, there is a chance you may kill the raider you are trying to capture by having them reach 100% toxic buildup. After 500 tests with venom fangs there is a 9% chance of them dying this way. (Tested on version 1.2.2753)

Version History

  • Added in initial release of Royalty
  • 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.