Difference between revisions of "Club"

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(Updated article for B18, moved outdated information to History section)
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The club is a neolithic melee weapon in RimWorld that does a moderate amount of damage, has a moderate-long cooldown, and deals blunt damage.
 
  
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The '''club''' is a neolithic melee weapon that does a moderate amount of blunt damage and has a moderate-long cooldown. As is typical with any blunt weapon, club attacks don't cause bleeding (unless a body part gets destroyed), and generally fare better against armor when compared to sharp weapons.
  
As is typical with any blunt weapon, club attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons. Compared to its 'descendant', the [[mace]], the club is cheaper to produce, but has a longer cooldown period which puts it at a disadvantage, and don't have a quality value.
 
  
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Like the [[shiv]], 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; although they cost more to produce than shivs, they outperform them in terms of DPS. Once you have craftsmen capable of reliably producing better than normal quality weapons, however, there is no reason to ever build a club again. Although [[plasteel]] or [[jade]] clubs are effective weapons for use against armored foes, [[mace]]s are unambiguously superior (albeit more expensive) weapons, especially if they are high quality.
  
Underwhelming in terms of damage output, the club is generally only a feasible melee option in the early-game. However, even this is debatable as the shiv is significantly cheaper, but also has a somewhat lower damage output, and does sharp damage. The latter shouldn't make a significant difference as armored enemies would probably be few and far-between at the stage you'd be considering producing clubs.
 
 
 
The club somewhat redeems itself against armored targets; the [[steel]] club is a dark horse in the respect that it actually edges out even the infamous [[plasteel]] [[longsword]] in terms of damage output - albeit only by a 3.4% margin.
 
 
 
Interestingly, [[jade]] clubs actually have a slightly superior (1.27% higher) damage output when compared to plasteel maces, but the latter can still pull ahead due to how the game handles armor rating, the plasteel mace's superior cooldown, and if the mace has a better than Normal quality.
 
 
 
Since Beta 18, it has lost its quality value, like the [[shiv]], meaning that all clubs made from the material are the same regardless of your craftsman's skill. This is useful in early-game when you haven't trained up any good craftsmen, but becomes more of a drawback later on.
 
  
 
===Obtaining===
 
===Obtaining===
  
Clubs can be purchased from any combat supplier or war merchant, or obtained from any melee [[raider]]s. Maces can also be crafted at [[crafting spot]], or [[fueled smithy|any]] [[electric smithy|smithy]] without any research required; from 40 of any metallic, wooden, or stony [[materials|material]], and {{ticks|500}} of work.
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Clubs can be purchased from any combat supplier or war merchant, or obtained from melee [[raider]]s of any faction. Clubs can also be crafted at a [[crafting spot]], [[fueled smithy]], or [[electric smithy]] without any research required; from 40 of any metallic, wooden, or stony [[materials|material]] and {{ticks|500}} of work.
  
  
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|6.076
 
|6.076
 
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==History==
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Prior to Beta 18, clubs were generated with a quality value.
  
  
<references/>
 
  
  

Revision as of 01:16, 30 November 2017

Club

Club

"The oldest human weapon - a shaped stick, heavy at one end, for bashing enemies to death. Primitive but effective."

Base Stats

Type
EquipmentWeapons
Weapon Class
Neolithic
Damage
12 dmg (Blunt)
Cooldown
129 ticks (2.15 secs)
DPS
5.58
Mode
Melee


The club is a neolithic melee weapon that does a moderate amount of blunt damage and has a moderate-long cooldown. As is typical with any blunt weapon, club attacks don't cause bleeding (unless a body part gets destroyed), and generally fare better against armor when compared to sharp weapons.


Like the shiv, 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; although they cost more to produce than shivs, they outperform them in terms of DPS. Once you have craftsmen capable of reliably producing better than normal quality weapons, however, there is no reason to ever build a club again. Although plasteel or jade clubs are effective weapons for use against armored foes, maces are unambiguously superior (albeit more expensive) weapons, especially if they are high quality.


Obtaining

Clubs can be purchased from any combat supplier or war merchant, or obtained from melee raiders of any faction. Clubs can also be crafted at a crafting spot, fueled smithy, or electric smithy without any research required; from 40 of any metallic, wooden, or stony material and 500 ticks (8.33 secs) of work.


Possible Attacks

Tool Attack Damage Type Power Cooldown Likelihood[1] Base DPS[2] Armored DPS[3]
Overall - - 11.966 2.15s - 5.566 5.12
Handle Poke Blunt 8 2.15s 36% 3.721 3.423
Head Smash Blunt 14.2 2.15s 64% 6.605 6.076
  1. Weighted based on the amount of damage that the tool does.
  2. Damage Per Second.
  3. Against a normal quality armor vest (50% sharp damage reduction and 10% deflection chance; 20% blunt damage reduction), including coverage.


History

Prior to Beta 18, clubs were generated with a quality value.