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− | {{ | + | {{infobox main| |
| name = Bionic arm | | name = Bionic arm | ||
− | | image = Health item bionic.png | + | | 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 | ||
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| MeleeWeaponAverageDPS = 6 | | MeleeWeaponAverageDPS = 6 | ||
| MeleeWeaponAverageAP = 18 | | MeleeWeaponAverageAP = 18 | ||
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== Summary == | == Summary == | ||
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Bionic arms replace the user's organic arm up to, and including, the shoulder. They are universal and can be installed on either the left or right. The bionic arm has a part efficiency of 125%. This not only fully replaces the functionality of a normal arm - when coupled with the arm body part having a [[Manipulation]] importance of 50%, it results in an increase in manipulation of 12.5% over natural for each bionic arm installed. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]]. | Bionic arms replace the user's organic arm up to, and including, the shoulder. They are universal and can be installed on either the left or right. The bionic arm has a part efficiency of 125%. This not only fully replaces the functionality of a normal arm - when coupled with the arm body part having a [[Manipulation]] importance of 50%, it results in an increase in manipulation of 12.5% over natural for each bionic arm installed. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]]. | ||
− | + | A bionic arm also replaces the natural "Fist" attack all [[Human]]s have with an almost 50% more powerful, but otherwise equivalent, punch. | |
− | A bionic arm replaces the natural "Fist" attack | ||
<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= | + | ! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type |
|- | |- | ||
− | ! {{Icon | + | ! {{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 | + | ! {{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}}]] | ||
+ | |- | ||
|} | |} | ||
− | </li>< | + | </li><div> |
− | + | ===Installation=== | |
− | === Installation === | + | {{stub|section=1}} |
− | Installing the part requires {{ | + | 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 {{ | + | 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 | + | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. |
== Analysis == | == Analysis == | ||
− | + | {{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}} | |
− | + | 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]]. | |
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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. | |
+ | 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}} | ||
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== 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}} |
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] |