Editing User:Hordes/Melee Comparison
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 7: | Line 7: | ||
* {{icon small|Spear|24}} [[Spear]]s are somewhat worse than longswords, but have a much higher {{AP}}. | * {{icon small|Spear|24}} [[Spear]]s are somewhat worse than longswords, but have a much higher {{AP}}. | ||
* {{icon small|Mace|24}} [[Mace]]s are special for being Blunt weapons. Most enemies have very little blunt armor, and Blunt damage has a few other special mechanics. The mace is also the cheapest of the 4 weapons. | * {{icon small|Mace|24}} [[Mace]]s are special for being Blunt weapons. Most enemies have very little blunt armor, and Blunt damage has a few other special mechanics. The mace is also the cheapest of the 4 weapons. | ||
− | * {{icon small| | + | * {{icon small|longsword|24}} [[Warhammer]]s{{RoyaltyIcon}} are also Blunt weapons. The warhammer swings slower than the mace, but is stronger per-hit. |
But ranking weapons isn't as simple as ranking DPS. There are many mechanics, even beyond [[armor]] and {{AP}}, that make determining the "best" weapon difficult. | But ranking weapons isn't as simple as ranking DPS. There are many mechanics, even beyond [[armor]] and {{AP}}, that make determining the "best" weapon difficult. | ||
Line 18: | Line 18: | ||
Notable mechanics: | Notable mechanics: | ||
− | * '''Cut damage has a chance to "cleave"'''. When a Cut damage hits an enemy, there is a chance to "''cleave''" an enemy. This increases total damage by 140%, then spreads it throughout body parts. This makes Cut damage less likely to destroy body parts, but causes more [[pain]]. [[Pain shock]] is, by far, the most common way to disable an enemy in combat. The chance of a cleave attack is undocumented | + | * '''Cut damage has a chance to "cleave"'''. When a Cut damage hits an enemy, there is a chance to "''cleave''" an enemy. This increases total damage by 140%, then spreads it throughout body parts. This makes Cut damage less likely to destroy body parts, but causes more [[pain]]. [[Pain shock]] is, by far, the most common way to disable an enemy in combat). The chance of a cleave attack is undocumented. |
− | |||
− | |||
− | |||
− | |||
* '''Sharp weapons cause bleeding.''' Both Stab and Cut damage will cause bleeding on hit. However, bleeding is unlikely to help the player; melee engagements are usually over long before combat penalties due to blood loss can kick in. | * '''Sharp weapons cause bleeding.''' Both Stab and Cut damage will cause bleeding on hit. However, bleeding is unlikely to help the player; melee engagements are usually over long before combat penalties due to blood loss can kick in. | ||
Line 33: | Line 29: | ||
Notable mechanics: | Notable mechanics: | ||
− | * '''Stab damage is | + | * '''Stab damage is better at attacking internal organs.''' Stab attacks are more likely to hit internal organs. And when a Stab attack targets an internal organ, its damage is not reduced, unlike Cut and Blunt damage. Note that attacking the internals isn't a common occurrence, spear or not. |
− | * '''Stab damage is concentrated on 1 part.''' Stabs are more likely than Cuts to destroy large body parts, like the head, heart, and torso. | + | * '''Stab damage is concentrated on 1 part.''' Stabs are more likely than Cuts to destroy large body parts, like the head, heart, and torso. Below Masterwork quality or so, this is unlikely to matter. |
− | * '''Stab damage has the worst damage spread mechanics.''' If Stab damage destroys a finger, the finger is destroyed. If Blunt damage destroys a finger, the finger is destroyed ''and'' the arm is damaged too. If Cut damage would destroy | + | * '''Stab damage has the worst damage spread mechanics.''' If Stab damage destroys a finger, the finger is destroyed. If Blunt damage destroys a finger, the finger is destroyed ''and'' the arm is damaged too. If Cut damage would destroy finger, there is a chance for cleave to proc, spreading damage to multiple parts. |
− | :Therefore, stab damage is more likely to "whiff", and damage can be wasted (especially at the highest of qualities) | + | :Therefore, stab damage is more likely to "whiff", and damage can be wasted (especially at the highest of qualities). |
* '''Sharp weapons cause bleeding.''' Stab damage causes bleeding on hit. However, bleeding is unlikely to help the player; melee engagements are usually over long before combat penalties due to blood loss can kick in. | * '''Sharp weapons cause bleeding.''' Stab damage causes bleeding on hit. However, bleeding is unlikely to help the player; melee engagements are usually over long before combat penalties due to blood loss can kick in. | ||
Line 49: | Line 45: | ||
Notable mechanics: | Notable mechanics: | ||
− | *'''Most enemies have little Blunt armor.''' For example, a [[flak vest]] has 100% Sharp armor | + | *'''Most enemies have little Blunt armor.''' For example, a [[flak vest]] has 100% Sharp armor and 40% Blunt armor. Almost all enemies in RimWorld follow this trend. A uranium mace is likely to have enough {{AP}} to completely ignore the Blunt armor of every enemy you see in the game. |
*'''Blunt weapons can stun enemies, though the chance is small'''. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso. | *'''Blunt weapons can stun enemies, though the chance is small'''. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso. | ||
Line 59: | Line 55: | ||
=== Warhammer === | === Warhammer === | ||
---- | ---- | ||
− | * Raw DPS: 9.31 ([[uranium]], normal) ({{%| 9.31/10.71 round 3}} of longsword | + | * Raw DPS: 9.31 ([[uranium]], normal) ({{%| 9.31/10.71 round 3}} of longsword) |
* Damage types for "Best" attack: ''[[Damage types#Blunt|Blunt]]'' (100%) | * Damage types for "Best" attack: ''[[Damage types#Blunt|Blunt]]'' (100%) | ||
Notable mechanics: | Notable mechanics: | ||
− | *'''Most enemies have little Blunt armor.''' For example, a [[flak vest]] has 100% Sharp armor | + | *'''Most enemies have little Blunt armor.''' For example, a [[flak vest]] has 100% Sharp armor and 40% Blunt armor. Almost all enemies in RimWorld follow this trend. A uranium warhammer is likely to have enough {{AP}} to completely ignore the Blunt armor of every enemy you see in the game. |
*'''Warhammers swing slowly, but deal more damage (than the mace).''' Well, it swings as slowly as the longsword or spear, for less damage than either sharp weapon. It swings slower and hits harder than a mace, however. This is relevant when considering the below point. | *'''Warhammers swing slowly, but deal more damage (than the mace).''' Well, it swings as slowly as the longsword or spear, for less damage than either sharp weapon. It swings slower and hits harder than a mace, however. This is relevant when considering the below point. | ||
Line 70: | Line 66: | ||
*'''Blunt weapons can stun enemies, though the chance is small'''. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. | *'''Blunt weapons can stun enemies, though the chance is small'''. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |