Difference between revisions of "Club"

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m (→‎Combat Performance per Material: corrected wood's armor dps)
(legendary quality)
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===Combat Performance per Material===
 
===Combat Performance per Material===
 +
Normal Quality:
 
{| {{STDT| c_12 text-center}}
 
{| {{STDT| c_12 text-center}}
 
!Materials
 
!Materials
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|4.828
 
|4.828
 
|5.907
 
|5.907
 +
|}
 +
 +
 +
Legendary Quality:
 +
{| {{STDT| c_12 text-center}}
 +
!Materials
 +
!Wood
 +
!Stone
 +
!Steel
 +
!Plasteel
 +
!Silver
 +
!Gold
 +
!Uranium
 +
!Jade
 +
|-
 +
|Damage
 +
|15
 +
|19
 +
|19
 +
|19
 +
|20
 +
|21
 +
|26
 +
|28
 +
|- newline
 +
|Cooldown
 +
|1.94s
 +
|2.9s
 +
|2.15s
 +
|1.72s
 +
|2.15s
 +
|2.37s
 +
|2.9s
 +
|2.37s
 +
|- newline
 +
|Base DPS
 +
|7.732
 +
|6.552
 +
|8.837
 +
|11.047
 +
|9.302
 +
|8.861
 +
|8.966
 +
|11.814
 +
|- newline
 +
|Armored DPS
 +
|6.186
 +
|5.172
 +
|6.977
 +
|8.721
 +
|7.442
 +
|7.173
 +
|7.241
 +
|9.283
 
|}
 
|}
  

Revision as of 13:03, 24 September 2017

Club

Club

"The oldest human weapon - a shaped stick, heavy at one end, for bashing enemies to death. Primitive but effective."

Base Stats

Type
EquipmentWeapons
Weapon Class
Neolithic
Damage
12 dmg (Blunt)
Cooldown
129 ticks (2.15 secs)
DPS
5.58
Mode
Melee


The club is a neolithic melee weapon in RimWorld that does a moderate amount of damage, has a moderate-long cooldown, and deals blunt damage.


As is typical with any blunt weapon, club attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons. Compared to its 'descendant', the mace, the club is cheaper to produce, but has a longer cooldown period which puts it at a DPS disadvantage.


Underwhelming in terms of damage output, the club is generally only a feasible melee option in the early-game. However, even this is debatable as the shiv is significantly cheaper and has a significantly shorter cooldown time - but also has a somewhat lower damage output, and does sharp damage. However, the latter shouldn't make a significant difference as armored enemies would probably be few and far-between at the stage you'd be considering producing clubs.


However, the club somewhat redeems itself against armored targets; the steel club is a dark horse in the respect that it actually edges out even the infamous plasteel longsword in terms of damage output - albeit only by a 3.4% margin.


Interestingly, jade clubs actually have a slightly superior (1.27% higher) damage output when compared to plasteel maces, but the latter can still pull ahead due to how the game handles armor rating, and the plasteel mace's superior cooldown.


Obtaining

Clubs can be purchased from any combat supplier or war merchant, or obtained from any melee raiders. Maces can also be crafted at crafting spot, or any smithy without any research required; from 40 of any metallic, wooden, or stony material, and 500 ticks (8.33 secs) of work.


Combat Performance per Material

Normal Quality:

Materials Wood Stone Steel Plasteel Silver Gold Uranium Jade
Damage 10 12 12 12 13 14 17 18
Cooldown 1.94s 2.9s 2.15s 1.72s 2.15s 2.37s 2.9s 2.37s
Base DPS [1] 5.155 4.138 5.581 6.977 6.047 5.907 5.862 7.595
Armored DPS [2] 4.124 3.448 4.651 5.814 4.651 4.641 4.828 5.907


Legendary Quality:

Materials Wood Stone Steel Plasteel Silver Gold Uranium Jade
Damage 15 19 19 19 20 21 26 28
Cooldown 1.94s 2.9s 2.15s 1.72s 2.15s 2.37s 2.9s 2.37s
Base DPS 7.732 6.552 8.837 11.047 9.302 8.861 8.966 11.814
Armored DPS 6.186 5.172 6.977 8.721 7.442 7.173 7.241 9.283
  1. Damage per second
  2. Normal quality armor vest (50% sharp damage reduction and 10% deflection; 20% blunt damage reduction)