Difference between revisions of "Bionic arm"

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== 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}}
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The increase to [[Manipulation]] is best used for [[Crafting]] or [[Doctoring]]; doctors tend faster and with higher quality, while crafters make objects faster (quality unaffected). Manipulation can also increase the [[Skills|Construction]], [[Skills|Artistic]], [[Skills|Mining]], [[Skills|Plants]] skills, but these skills are used less often in a mid- to late- game colony. The [[drill arm]]{{RoyaltyIcon}} and [[field hand]]{{RoyaltyIcon}} provide a much greater boost to Mining or Plants, though lower [[Moving]] in the process.
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]].
 
  
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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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. However, a bionic arm is attached to the shoulder. This means that a [[flak vest]] completely protects a bionic arm, but does not cover the organic arm at all. In addition, the bionic part never feels [[pain]], never bleeds, and will never lose fingers in the first place.
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{{Manipulation Part Efficiency Table}}
  
 
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]].
 
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}}
 
  
 
== Version history ==
 
== Version history ==

Revision as of 16:21, 1 January 2023

Bionic arm

Bionic arm

An advanced artificial arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Spacer
Market Value
1030 Silver

Melee Combat

Mode
Melee
Melee Attack 1
Fist
12 dmg (Blunt)
18% AP
2 seconds cooldown
Melee Average DPS
6
Melee Average AP
18%

Creation

Crafted At
Fabrication bench
Required Research
Bionic replacements
Skill Required
Crafting 8
Work To Make
26,000 ticks (7.22 mins)
Resources to make
Plasteel 15 + Advanced component 4
Technical
thingSetMakerTags
RewardStandardMidFreq
techHediffsTags
Advanced
tradeTags
TechHediff, Bionic


A bionic arm is an artificial body part that acts as a replacement for a pawn's natural arm, increasing Manipulation by 12.5% per arm while also offering a slightly more powerful punch attack and acting as a body part weapon.

Acquisition

Bionic arms can be crafted at a Fabrication bench once the Bionic replacements research project has been completed. They require Plasteel 15 Plasteel, Advanced component 4 Advanced components, 26,000 ticks (7.22 mins) of work, and a Crafting skill of 8.

They can also be found in ancient shrines, offered as a quest reward, or bought from exotic traders, Empire traders, and at Outlander faction bases.

Summary

Body part

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.

Combat

A bionic arm replaces the natural "Fist" attack of the replaced arm with an almost 50% more powerful, but otherwise equivalent, punch.

  • Name Damage DPS AP Damage Type
    Heart Human Fist 8.2 4.1 12% Blunt
    Bionic arm Bionic arm 12 6 18% Blunt
  • Installation

    Installing the part requires 2,500 ticks (41.67 secs) of work, 2 medicine of herbal quality or better, and a Medical skill of 5.

    Removing the part requires 2,500 ticks (41.67 secs) of work, 2 medicine of herbal quality or better, and a Medical skill of ?.

    If the operation fails, the part has a chance[What Chance?] to be destroyed.

    Analysis

    The increase to Manipulation is best used for Crafting or Doctoring; doctors tend faster and with higher quality, while crafters make objects faster (quality unaffected). Manipulation can also increase the Construction, Artistic, Mining, Plants skills, but these skills are used less often in a mid- to late- game colony. The drill armContent added by the Royalty DLC and field handContent added by the Royalty DLC provide a much greater boost to Mining or Plants, though lower Moving in the process.

    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. However, a bionic arm is attached to the shoulder. This means that a flak vest completely protects a bionic arm, but does not cover the organic arm at all. In addition, the bionic part never feels pain, never bleeds, and will never lose fingers in the first place.

    Manipulation Right arm
    No arm Prosthetic arm Wooden hand Organic arm Bionic arm Archotech arm
    Left arm
    No arm 0% 25% 30% 50% 62.5% 75%
    Prosthetic arm 25% 50% 55% 75% 87.5% 100%
    Wooden hand 30% 55% 60% 80% 92.5% 105%
    Organic arm 50% 75% 80% 100% 112.5% 125%
    Bionic arm 62.5% 87.5% 92.5% 112.5% 125% 137.5%
    Archotech arm 75% 100% 105% 125% 137.5% 150%

    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 Content added by the Ideology DLC ideoligion with a Body Modification precept.

    Version history

    • 0.19.2009 - received a nerf to efficiency (from 140%) but is now craftable.