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{{Infobox main
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{{infobox main|
 
| name = Bionic arm
 
| name = Bionic arm
| image = Health item bionic.png
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| image = Health item bionic.png|Bionic arm
 
| type = Medical Items
 
| type = Medical Items
 
| type2 = Body Parts
 
| type2 = Body Parts
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| meleeattack1cool = 2
 
| meleeattack1cool = 2
 
| meleeattack1ap = 18
 
| meleeattack1ap = 18
| body part = Shoulder
 
 
| MeleeWeaponAverageDPS = 6
 
| MeleeWeaponAverageDPS = 6
 
| MeleeWeaponAverageAP = 18
 
| MeleeWeaponAverageAP = 18
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<div><li style="display: inline-table;">  
 
<div><li style="display: inline-table;">  
 
{| {{STDT|sortable c_06 text-center}}
 
{| {{STDT|sortable c_06 text-center}}
! colspan="2" | Name !! Damage !! DPS !! AP !! Damage Type
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! 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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| {{P|Attack 1 AP}}%
 
| {{P|Attack 1 AP}}%
 
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]
 
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]
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|-
 
|}
 
|}
</li></div>
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</li><div>
 
 
 
=== Installation ===
 
=== Installation ===
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
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{{stub|section=1}}
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Installing the part requires {{ticks|2500}} of work, 2 medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
  
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, 2 medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of ?.
  
If the operation fails, the part will be destroyed.
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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
  
 
== Analysis ==
 
== Analysis ==
First, any reasonably important pawn with a destroyed or [[prosthetic arm]] should get a bionic replacement. Then, the increase to manipulation is best used for the [[Doctoring]], [[Crafting]], or [[Skills|Construction]]; doctors tend faster and with higher quality, while crafters and constructors make objects faster (quality is unaffected). Manipulation is one of the few ways to increase [[general labor speed]], so it is great for skill-less crafting tasks like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].
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{{stub|section=1|Tiny analysis. What jobs benefit? Who should get it first? Does it benefit melee or ranged? Its effect on armor coverage etc etc etc}}
 
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Since bionic arms increase a pawn's [[manipulation]] capacity, it is advised to install them onto colonists with a high skill level in [[Skills|Crafting]] or [[Doctoring|Medicine]] since those skills depend greatly on manipulation. For example, a doctor will have a better chance at a high quality treatment if he or she has increased manipulation stats, and craftsmen will make objects faster (note that quality of crafted items is unaffected by the stat). If that option is not available, colonists with high [[Skills|Construction]], [[Skills|Mining]], [[Skills|Plants]] or [[Skills|Artistic]] skills will also benefit quite well from the upgrade while not compromising in the [[moving]] capacity, unlike more specialized bionics such as the {{RoyaltyIcon}} [[Drill arm]] or the {{RoyaltyIcon}} [[Field hand]].
Manipulation will also increase the [[Skills|Artistic]], [[Skills|Mining]], [[Skills|Plants]], and [[Skills|Research]] (up to 110% Manipulation) skills, but these skills are generally less important to do ''fast'' in a mid- to late- game colony that can make bionic arms. The [[drill arm]]{{RoyaltyIcon}} and [[field hand]]{{RoyaltyIcon}} provide a much greater boost to Mining or Plants, though lower [[Moving]] in the process. For combat, bionic arms will increase [[Melee Hit Chance]], but they only increase [[Shooting Accuracy]] if Manipulation is below 100%. While manipulation often goes below 100% due to the effects of [[pain]] and [[injury]], [[bionic eye]]s are superior if combat, ranged or melee, is your main priority.
 
  
Unlike organic parts, bionic arms don't contain subparts - all damage is taken by the main, 30 HP arm, instead of spread throughout the bones, fingers, and shoulder. While a bionic arm won't lose stray fingers to a gun shot, this makes it easier for it to be completely destroyed. Note that the bionic arm is fully attached to the shoulder; a [[flak vest]] completely protects a bionic arm, but does not cover an organic arm at all. In addition, the artificial part never feels [[pain]] and never bleeds.
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Bionic arms don't contain subparts like natural arms do. Any damage received by them will always be applied to their main 30 HP hit bar instead of being spread through their subparts. As a result, they are more likely to be destroyed in combat.{{Check Tag|Clarification|Aren't they now covered by the flak vest as they attach to the shoulder? This would change risk of loss}} And thus On another hand, bionic arms that get damaged but not destroyed don't cause any bleeding or pain and they will never be scarred or loose a finger. Furthermore, the 25% bonus to manipulation means that they will remain effective even after getting damaged.  
  
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As with all bionics, it will give a mood bonus to anyone with the Body modder [[traits|trait]] and a heavy penalty to anyone with the Body purist trait. Similar effects are also applied to pawns following an {{IdeologyIcon}} [[ideoligion]] with a [[Ideoligion#Body_modification|Body Modification]] [[Ideoligion#Precepts|precept]].
 
{{Manipulation Part Efficiency Table}}
 
{{Manipulation Part Efficiency Table}}
 
As with all bionics, it will give a mood bonus to anyone with the [[Body modder]] trait and a heavy penalty to anyone with the Body purist trait. Similar effects are also applied to pawns following an {{IdeologyIcon}} [[ideoligion]] with a [[Ideoligion#Body_modification|Body Modification]] [[Ideoligion#Precepts|precept]].
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.19.2009|0.19.2009]] - received a nerf to efficiency (from 140%) but is now craftable.
 
* [[Version/0.19.2009|0.19.2009]] - received a nerf to efficiency (from 140%) but is now craftable.
  
{{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]]

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