Difference between revisions of "Club"

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<onlyinclude>
+
{{Infobox main|weapon
{{infobox main|weapon|
+
| name = Club
|name = Club
+
| image = Club.png
|image = Club.png|Club
+
| type = Equipment
|type = Equipment
+
| type2 = Weapons
|type2 = Weapons
+
| tech level = Neolithic
|description = "A shaped stick, heavy at one end, for bashing enemies to death. This weapon is so old it's part of human biology. Evolutionary biologists say that a major reason humans can tilt our wrists side-to-side (instead of just forward-and-back like other primates) is to be able to better swing a club."
+
| description = A shaped stick, heavy at one end, for bashing enemies to death. This weapon is so old it's part of human biology. Evolutionary biologists say that a major reason humans can tilt our wrists side-to-side (instead of just forward-and-back like other primates) is to be able to better swing a club.
|class = Neolithic
+
| class = Neolithic
|meleeattack1dmg = 9
+
| meleeattack1dmg = 9
|meleeattack1type = poke
+
| meleeattack1type = poke
|meleeattack1part = handle
+
| meleeattack1part = handle
|meleeattack1cool = 2
+
| meleeattack1cool = 2
|meleeattack1ap = 13
+
| meleeattack1ap = 13
|meleeattack2dmg = 14
+
| meleeattack2dmg = 14
|meleeattack2type = blunt
+
| meleeattack2type = blunt
|meleeattack2part = head
+
| meleeattack2part = head
|meleeattack2cool = 2
+
| meleeattack2cool = 2
|meleeattack2ap = 21
+
| meleeattack2ap = 21
|MeleeWeaponAverageDPS = 6.27
+
| MeleeWeaponAverageDPS = 6.27
|MeleeWeaponAverageAP = 19
+
| MeleeWeaponAverageAP = 19
|mode = Melee
+
| mode = Melee
|buy = {{icon|buildingmat|40}}
+
| damage type = Blunt
 +
| production facility 1 = Crafting spot
 +
| production facility 2 = Fueled smithy
 +
| production facility 3 = Electric smithy
 +
| resource 1 = Stuff
 +
| resource 1 amount = 40
 +
| stuff tags = Metallic, Woody, Stony
 +
| work to make = 1200
 +
| mass base = 2
 +
| weaponTags = NeolithicMeleeBasic
 +
| has quality = False
 
}}
 
}}
</onlyinclude>
 
 
 
The '''club''' is a neolithic melee weapon that does a moderate amount of blunt damage and has a moderate-long cooldown. As a blunt weapon, it doesn't cause bleeding (unless a body part gets destroyed), and generally do more damage against armor when compared to sharp weapons.
 
The '''club''' is a neolithic melee weapon that does a moderate amount of blunt damage and has a moderate-long cooldown. As a blunt weapon, it doesn't cause bleeding (unless a body part gets destroyed), and generally do more damage against armor when compared to sharp weapons.
  
 
== Acquisition ==
 
== Acquisition ==
 
+
Clubs can also be crafted at a [[crafting spot]], [[fueled smithy]], or [[electric smithy]] without any research required; with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. They can also be purchased from any combat supplier or war merchant, or obtained from melee [[raider]]s drops.
Clubs can also be crafted at a [[crafting spot]], [[fueled smithy]], or [[electric smithy]] without any research required; with 40 of any metallic, wooden, or stony [[materials|material]] and {{ticks|500}} of work. They can also be purchased from any combat supplier or war merchant, or obtained from melee [[raider]]s drops.  
 
  
 
== Analysis ==
 
== Analysis ==
 +
Clubs are generated without a [[quality]] level - in essence, all clubs are "normal." This makes them worth considering if you have no competent crafters yet. With underwhelming damage output, clubs only make sense as melee options in the early game; once you have craftsmen capable of reliably producing better than normal quality weapons, there is little reason to ever build a club again.
  
Clubs are generated without a quality level - in essence, all clubs are "normal." This makes them worth considering if you have no competent crafters yet. With underwhelming damage output, clubs only make sense as melee options in the early game; once you have craftsmen capable of reliably producing better than normal quality weapons, there is little reason to ever build a club again. Although [[uranium]] clubs are effective weapons for use against armored foes, [[mace]]s are clearly superior (although more expensive) weapons, especially if they are high quality.
+
Although [[uranium]] clubs are effective weapons for use against armored foes, [[mace]]s are clearly superior weapons, especially when high quality, for only 10 more material.
 
 
== Material table ==
 
In the following table, clubs of different types along with their damage charts are displayed.
 
 
 
{| class="wikitable sortable"
 
|-
 
! Material !! Beauty !! Market Value !! Work To Make !! Melee Damage Per Second !! Melee Armor Penetration
 
|-
 
| Gold || 17 || $4005 || 18 || 6.27 || 19%
 
|-
 
| Granite || -3 || $41.62 || 26 || 4.82 || 19%
 
|-
 
| Jade || 7 || $205 || 28 || 7.23 || 28%
 
|-
 
| Limestone || -3 || $41.62 || 26|| 4.82 || 19%
 
|-
 
| Marble || -2 || $40.97 || 23 || 4.82 || 19%
 
|-
 
| Plasteel || -3 || $370 || 44 || 7.05 || 17%
 
|-
 
| Sandstone || -3 || $40.75 || 22 || 4.82 || 19%
 
|-
 
| Silver || 3 || $405 || 20 || 6.27 || 19%
 
|-
 
| Slate || -3 || $41.62 || 26 || 4.82 || 19%
 
|-
 
| Steel || -3 || $80.32 || 20 || 6.27 || 19%
 
|-
 
| Uranium || -3 || $250 || 38 || 8.55 || 28%
 
|-
 
| Wood || -3 || $51.02 || 14 || 5.64 || 17%
 
|}
 
 
 
 
 
<!--
 
===Possible Attacks===
 
 
 
{| {{STDT| c_12 text-center}}
 
!Tool
 
!Attack
 
!Damage Type
 
!Power
 
!Cooldown
 
!Likelihood<ref>Weighted based on the amount of damage that the tool does.</ref>
 
!Base DPS<ref>Damage Per Second.</ref>
 
!Armored DPS<ref>Against a normal quality armor vest (50% sharp damage reduction and 10% deflection chance; 20% blunt damage reduction), including coverage.</ref>
 
|-
 
!Overall
 
!-
 
!-
 
!11.966
 
!2.15s
 
!-
 
!5.566
 
!5.12
 
|- newline
 
|Handle
 
|Poke
 
|Blunt
 
|8
 
|2.15s
 
|36%
 
|3.721
 
|3.423
 
|- newline
 
|Head
 
|Smash
 
|Blunt
 
|14.2
 
|2.15s
 
|64%
 
|6.605
 
|6.076
 
|}
 
-->
 
 
 
==Club vs. Comparable Weapons==
 
<!--
 
    Table cell hex colour values for win rates:
 
    0 - 20.83% win rate = #FF6969
 
    20.84 - 31.24% win rate = #FF9B72
 
    31.25 - 43.74% win rate = #FFCD7B
 
    43.75 - 56.25% win rate = #FFFF85
 
    56.26 - 68.75% win rate = #CDFF7B
 
    68.76 - 79.16% win rate = #9BFF72
 
    79.17 - 100.00% win rate = #69FF69
 
-->
 
 
 
This section goes over how well the club fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.
 
 
 
=== Methodology ===
 
 
 
<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
 
<div class="mw-collapsible-content">
 
* All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
 
* All pawns have a skill level of 8 in melee
 
* No pawns have any traits that affect combat performance
 
* All pawns are of 18 years of age and completely healthy</div>
 
</div>
 
 
 
 
 
Results in the table below are the percentages of battles that clubs either won or tied against the weapon listed in the first column of said table, with a sample size of 2,000 battles per result. Higher percentages are better.
 
 
 
 
 
The following armor categories are:
 
* '''Unarmored - '''[[Plainleather]] [[button-down shirt]] and plainleather [[pants]]
 
* '''Flak - '''[[Steel]] [[simple helmet]], [[flak jacket]], [[flak vest]], plainleather button-down shirt and [[flak pants]]
 
* '''Marine - '''[[Marine helmet]], [[marine armor]], plainleather button-down shirt and plainleather pants
 
 
 
 
 
{| class="wikitable sortable" style="text-align: center"
 
! Other Weapon !! Unarmored !! Flak !! Marine
 
|-
 
! Fists
 
| style="background: #69FF69" | 81.35% || style="background: #69FF69" | 83.85% || style="background: #69FF69" | 83.11%
 
|-
 
! Wood
 
| style="background: #9BFF72" | 68.87% || style="background: #9BFF72" | 69.47% || style="background: #9BFF72" | 72.25%
 
|-
 
! Knife
 
| style="background: #FFCD7B" | 43.45% || style="background: #CDFF7B" | 67.60% || style="background: #69FF69" | 84.95%
 
|-
 
! Mace
 
| style="background: #FFCD7B" | 38.95% || style="background: #FFCD7B" | 39.90% || style="background: #FFCD7B" | 39.85%
 
|-
 
|}
 
  
<references/>
+
{{Weapon Stats Table}}
  
== Version History ==
+
== 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.
  
* Prior to Beta 18, clubs were generated with a quality value.
+
<gallery>
 +
Club.png|Base variant
 +
HoraxianClub.png|Horaxian{{AnomalyIcon}}
 +
</gallery>
  
 +
== Version history ==
 +
* [[Version/0.7.581|0.7.581]] - Added
 +
* Beta 18 - clubs no longer generate with a quality value.
 +
* 1.1 - Wooden club is burnable now and the metallic variants are smeltable
  
[[Kind::Weapons| ]]
+
{{Nav|weapon|wide}}
{{nav|weapon|wide}}
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]
[[Category:Weapons]]
+
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Clubs]]
[[Category:Equipment]]
 

Latest revision as of 02:05, 15 April 2024

Club

Club

A shaped stick, heavy at one end, for bashing enemies to death. This weapon is so old it's part of human biology. Evolutionary biologists say that a major reason humans can tilt our wrists side-to-side (instead of just forward-and-back like other primates) is to be able to better swing a club.

Base Stats

Type
EquipmentWeapons
Tech Level
Neolithic
Weapon Class
Neolithic
Mass
2 kg

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Poke)
13% AP
2 seconds cooldown
Melee Attack 2 
Head
14 dmg (Blunt)
21% AP
2 seconds cooldown
Melee Average DPS
6.27
Melee Average AP
19%

Creation

Crafted At
Crafting spot / Fueled smithy / Electric smithy
Work To Make
1,200 ticks (20 secs)
Stuff Tags
Metallic, Woody, Stony
Resources to make
Stuff 40
Technical
Has Quality
False
weaponTags
NeolithicMeleeBasic


The club is a neolithic melee weapon that does a moderate amount of blunt damage and has a moderate-long cooldown. As a blunt weapon, it doesn't cause bleeding (unless a body part gets destroyed), and generally do more damage against armor when compared to sharp weapons.

Acquisition[edit]

Clubs can also be crafted at a crafting spot, fueled smithy, or electric smithy without any research required; with Stuff 40 Stuff (Metallic/Woody/Stony) and 1,200 ticks (20 secs) of work. They can also be purchased from any combat supplier or war merchant, or obtained from melee raiders drops.

Analysis[edit]

Clubs are generated without a quality level - in essence, all clubs are "normal." This makes them worth considering if you have no competent crafters yet. With underwhelming damage output, clubs only make sense as melee options in the early game; once you have craftsmen capable of reliably producing better than normal quality weapons, there is little reason to ever build a club again.

Although uranium clubs are effective weapons for use against armored foes, maces are clearly superior weapons, especially when high quality, for only 10 more material.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Club Club Handle (Poke) Head (Blunt) Human: Left & rigth fist (Blunt) HP Value
    Material DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Bioferrite Bioferrite Content added by the Anomaly DLC 5.75 17.15% 8.1 2s 11.7% 4.05 8.33% 12.6 2s 18.9% 6.3 75% 8.2 2s 12% 4.1 8.33% 200 41 Silver
    Gold Gold 6.31 18.83% 9 2s 13% 4.5 8.33% 14 2s 21% 7 75% 8.2 2s 12% 4.1 8.33% 60 4005 Silver
    Granite blocks Granite blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 170 42 Silver
    Limestone blocks Limestone blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 155 42 Silver
    Marble blocks Marble blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 120 41 Silver
    Plasteel Plasteel 6.9 17.15% 8.1 1.6s 11.7% 5.06 8.33% 12.6 1.6s 18.9% 7.88 75% 8.2 2s 12% 4.1 8.33% 280 370 Silver
    Sandstone blocks Sandstone blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 140 41 Silver
    Silver Silver 6.31 18.83% 9 2s 13% 4.5 8.33% 14 2s 21% 7 75% 8.2 2s 12% 4.1 8.33% 70 405 Silver
    Slate blocks Slate blocks 5.05 18.83% 9 2.6s 13% 3.46 8.33% 14 2.6s 21% 5.38 75% 8.2 2s 12% 4.1 8.33% 130 42 Silver
    Steel Steel 6.31 18.83% 9 2s 13% 4.5 8.33% 14 2s 21% 7 75% 8.2 2s 12% 4.1 8.33% 100 80 Silver
    Jade Jade 7.3 27.25% 13.5 2.6s 19.5% 5.19 8.33% 21 2.6s 31.5% 8.08 75% 8.2 2s 12% 4.1 8.33% 50 205 Silver
    Uranium Uranium 8.42 27.25% 13.5 2.2s 19.5% 6.14 8.33% 21 2.2s 31.5% 9.55 75% 8.2 2s 12% 4.1 8.33% 250 250 Silver
    Wood Wood 5.75 17.15% 8.1 2s 11.7% 4.05 8.33% 12.6 2s 18.9% 6.3 75% 8.2 2s 12% 4.1 8.33% 65 51 Silver
    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Styles[edit]

    Ideoligions 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.

    Version history[edit]

    • 0.7.581 - Added
    • Beta 18 - clubs no longer generate with a quality value.
    • 1.1 - Wooden club is burnable now and the metallic variants are smeltable