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| damage type = Sharp
 
| damage type = Sharp
 
| mass base = 0.5
 
| mass base = 0.5
| has quality = True
 
 
| weaponTags = MedievalMeleeBasic, NeolithicMeleeBasic
 
| weaponTags = MedievalMeleeBasic, NeolithicMeleeBasic
 
}}
 
}}
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=== Naked Brutality ===
 
=== Naked Brutality ===
As you can make knives in a [[crafting spot]], they can be useful in Naked Brutality and other low-resource [[scenario]]s. But, if you have at least 2 Crafting, [[short bow]]s should be go-to weapon. As a ranged weapon, the short bow is generally better for combat, ''and''' it lets you hunt 0% manhunter animals without getting hurt (even docile animals will retaliate if struck in melee). If wood isn't available (e.g. in an [[ice sheet]] or [[desert]]), you might have to make a knife, as they can be made out of steel.
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As you can make knives in a [[crafting spot]], creating knives can be useful in Naked Brutality and other low-resource [[scenario]]s. But, provided you have 2 Crafting, the [[short bow]] should be your go-to weapon. As a ranged weapon, it is generally better for defense, ''and'' lets you hunt 0% manhunter animals without getting hurt (even docile animals will retaliate in melee).
  
In terms of melee weapons, [[Club]]s are your direct crafting spot alternatives. Clubs have 2 advantages over knives: they can be made out of [[wood]], and they have no [[quality]]. While a steel club is worse than a "normal" quality steel knife, they are better than a poor or awful knife. Also note, that as blunt weapons, clubs are less likely to cause bleeding or decapitate limbs. This makes them somewhat worse in combat, but better if you want to capture.
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In terms of melee weapons, [[Club]]s are your direct crafting spot alternatives. Clubs have 2 advantages over knives: they can be made out of [[wood]], and they have no [[quality]]. While a steel club is worse than a "normal" quality steel knife, they are better than a poor or awful knife. If there are other ore deposits around, a [[plasteel]] knife is better than any club, and a [[uranium]] club is better than a uranium knife. Also note, that as blunt weapons, clubs are less likely to cause bleeding or decapitate limbs. This makes them somewhat worse in combat, but better if you want to capture.
 
 
Considering metals other than steel: a [[plasteel]] knife (normal or better) is better than any club, and a [[uranium]] club is better than a uranium knife.
 
  
 
=== Crafting knives===
 
=== Crafting knives===
<!-- Commented out due to needing verification
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Smiting unlocks a variety of weapons. Despite the [[gladius]], and [[ikwa]] being more expensive, both are ''worse'' than the knife (of the same material/quality). Why is this?
Smithing unlocks a variety of weapons. Despite the [[gladius]] and [[ikwa]] being more expensive, both are ''worse'' than the knife (of the same material/quality). Why is this?
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* '''The [[melee verb selection]] system''', introduced in 1.1. The game incorrectly calculates which attacks, or ''verbs'', are used by the weapon (it uses RimWorld 1.0 values). Knives have a "true" DPS of 7.23, rather than the gladius' 7.13.
* '''The [[melee verb selection]] system''', introduced in 1.1. Each weapon has multiple attacks, or ''verbs'', with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice. With this in mind, knives have a "true" {{DPS}} of 7.23, rather than the gladius' 7.13 or ikwa's 6.75.
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* '''The impact of [[Damage types#Cut|''Cut'']] damage type.''' A gladius is half as likely to do a Cut attack as a knife. Whenever a Cut attack is rolled, it has a chance to ''cleave''. When a weapon cleaves, it deals 140% damage, spread throughout body parts.  
* '''The impact of [[Damage types#Cut|''Cut'']] damage type.''' Of the 3 weapons, knives are the most likely to deal Cut damage. Whenever a Cut attack is rolled, it has a chance to ''cleave''. When a weapon cleaves, it deals 140% damage, spread throughout body parts.  
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: While cleaving reduces the chance to destroy body parts, it deals more [[pain]], which gets enemies into [[pain shock]] faster. Pain shock is the most common way to disable enemies in combat, ''much'' more likely than body part destruction. Even mechanoids, who don't feel pain, can only lose so much HP before dying in combat.
: While cleaving reduces the chance to destroy body parts, it deals more [[pain]], which gets enemies into [[pain shock]] faster. Pain shock is the most common way to disable enemies in combat, ''much'' more likely than body part destruction. Even mechanoids, who don't feel pain, can only lose so much HP before dying in combat.  
 
  
: ''Stab'' has the advantage of superior damage to internal body parts. However, gladii won't instakill the heart at most reasonable qualities, and the chance of hitting the same organ 2 times in a row is miniscule.
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[[Mace]]s deal less {{DPS}}, but as they do Blunt damage, they have a substantial niche compared to the knife. Knives are statistically worse than a [[longsword]] of the same material / quality.
 
 
[[Mace]]s deal less DPS, but as they do Blunt damage, they have a substantial niche compared to the knife. Once [[longsword]]s are available, knives are statistically worse than a sword (assuming same material/quality).-->
 
  
 
You could make knives in order to train Crafting skill, but as clubs can be made of wood or stone, they are generally the better option. Once an [[electric smithy]] is available, [[plate armor]] requires more work and can be made out of wood.
 
You could make knives in order to train Crafting skill, but as clubs can be made of wood or stone, they are generally the better option. Once an [[electric smithy]] is available, [[plate armor]] requires more work and can be made out of wood.
  
{{Weapon Stats Table}}
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{{Weapon Quality Table}}
 
 
== Styles ==
 
{{Ideology|section=1}}
 
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
 
 
 
<gallery>
 
Knife.png|Base variant
 
HoraxianKnife.png|Horaxian{{AnomalyIcon}}
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
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</gallery>
 
</gallery>
  
{{Nav|weapon|wide}}
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{{nav|weapon|wide}}
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]
 
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Knives]]
 
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Knives]]

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