Difference between revisions of "Knee spike"

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{{Royalty}}{{infobox main|
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{{Royalty}}
|name = Knee spike
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{{Rewrite|reason=Format standardisation - split Summary info out of intro and analysis and expand. Bring Summary up to standard}}
|image = Artificial Organ.png|Knee spike
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{{Infobox main
|type = Medical Items
+
| name = Knee spike
|type2 = Body Parts
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| image = Health item prosthetic.png
|description = A spike that extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor.
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| type = Medical Items
|class =  
+
| type2 = Body Parts
|meleeattack1dmg = 22
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| tech level = Industrial
|meleeattack1type = Stab
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| description = A spike that extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor.
|meleeattack1part = Spike
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| class =  
|meleeattack1cool = 2.6
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| meleeattack1dmg = 22
|meleeattack1ap = 38
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| meleeattack1type = Stab
|MeleeWeaponAverageDPS = 8.46
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| meleeattack1part = Spike
|MeleeWeaponAverageAP = 38
+
| meleeattack1cool = 2.6
|mode = Melee
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| meleeattack1ap = 38
|resources to make = {{icon|steel|40}} + {{icon|component|7}}
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| body part = Leg
|damge type =  
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| MeleeWeaponAverageDPS = 8.46
 +
| MeleeWeaponAverageAP = 38
 +
| mode = Melee
 +
| production facility 1 = Machining table
 +
| research = Compact weaponry
 +
| skill 1 = Crafting
 +
| skill 1 level = 5
 +
| resource 1 = Steel
 +
| resource 1 amount = 40
 +
| resource 2 = Component
 +
| resource 2 amount = 7
 +
| work to make = 15000
 
| mass = 4
 
| mass = 4
|marketvalue = 355
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| marketvalue = 355
 
| max hit points base = 50
 
| max hit points base = 50
|damage type = Sharp
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| damage type = Sharp
|work to make = 15000
+
| tradeTags = ImplantEmpireCommon
 +
| techHediffsTags = AdvancedWeapon
 +
| thingSetMakerTags = RewardStandardLowFreq
 
}}
 
}}
 
The '''Knee Spike''' is an implant that gives an attack with 38% AP and 8.46 DPS. Like all Implant Weapons, it can only be installed on a natural limb, not a prosthetic or bionic limb.
 
The '''Knee Spike''' is an implant that gives an attack with 38% AP and 8.46 DPS. Like all Implant Weapons, it can only be installed on a natural limb, not a prosthetic or bionic limb.
  
== Acquisition ==  
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== Acquisition ==
The Knee Spike can be crafted at the [[Machining table]] once [[Research#Compact Weaponry|Compact Weaponry]], which requires a [[Techprint]], is researched. It requires {{icon|steel|40}} steel, {{icon|component|7}} components, 15,000 units of work, and a [[Skills#Crafting|crafting]] skill of at least 5.
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Knee spikes can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
  
 
It can also be found on [[Raiders]], bought at traders and acquired through [[Quests]]
 
It can also be found on [[Raiders]], bought at traders and acquired through [[Quests]]
 +
 +
== Summary ==
 +
<Summary stuff goes here>
 +
 +
=== Installation ===
 +
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
 +
 +
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
 +
 +
If the operation fails, the part will be destroyed.
  
 
== Analysis ==  
 
== Analysis ==  
The Knee Spike is slightly superior to a [[steel]] [[longsword]] of normal [[quality]], with 0.98x the DPS made up for by 1.15x the AP. This means it is a relatively powerful weapon early on, however as knee spikes are not affected by quality or material bonuses, their relevance for melee pawns diminishes in the mid game. They will still generally increase DPS by replacing or supplementing the weaker Handle attacks that occur 25% of the time, but the gain is small and the trade-off in bionics discussed below may not be worth it.  
+
The Knee Spike is slightly superior to a [[steel]] [[longsword]] of normal [[quality]], with 0.98x the DPS made up for by 1.15x the AP. This means it is a relatively powerful weapon early on, however as knee spikes are not affected by quality or material bonuses, their relevance for melee pawns diminishes in the mid game. They may still generally increase DPS by replacing or supplementing the weaker Handle attacks that occur 25% of the time, but the gain is small and the trade-off in bionics discussed below may not be worth it. Note that by adding additonal attack 'verbs' (as colonists normally cannot attack with their legs) you may make attacks with the more powerful melee options less likely.
  
As ranged weapons typically fair poorly when used in melee combat and knee spikes can installed on pawns without preventing them from carrying ranged weapons, they can be useful to give a ranged pawn a decent melee option. This both expands their versatility in combat and mitigates a key weakness to melee enemies. However, the knee spike cannot be installed on [[bionic leg|bionic]] or [[archotech leg]]s. The movement buff leg replacements provide can be key in improving pawn survivability, and are a significant boon in day-to-day duties. Therefore, installing the otherwise-inferior [[Elbow blade]] and forgoing a [[bionic arm|bionic]] or [[archotech arm]] may be a better option. As the effect of [[Manipulation]] on [[Shooting Accuracy]] is capped at 100%, the buffs provided by the arms do not significantly improve a ranged pawn's combat abilities, so it can be a more palatable trade-off assuming a pawn's non-combat duties would not benefit. If both bionic arms and legs are preferred, [[Venom fangs]] offer both significantly lower DPS and AP than either of the other two but do not conflict with any other beneficial prosthesis.  
+
As ranged weapons typically fare poorly when used in melee combat and knee spikes can be installed on pawns without preventing them from carrying ranged weapons, they can be useful to give a ranged pawn a decent melee option. This both expands their versatility in combat and mitigates a key weakness to melee enemies. However, the knee spike cannot be installed on [[bionic leg|bionic]] or [[archotech leg]]s. The movement buff leg replacements provide can be key in improving pawn survivability, and are a significant boon in day-to-day duties. Therefore, installing the otherwise-inferior [[Elbow blade]] and forgoing a [[bionic arm|bionic]] or [[archotech arm]] may be a better option. As the effect of [[Manipulation]] on [[Shooting Accuracy]] is capped at 100%, the buffs provided by the arms do not significantly improve a ranged pawn's combat abilities, so it can be a more palatable trade-off assuming a pawn's non-combat duties would not benefit from heightened manipulation ability, such as hunters, haulers and cleaners. If both bionic arms and legs are preferred, [[Venom fangs]] offer both significantly lower DPS and AP than either of the other two but do not conflict with any other beneficial prosthesis.  
  
 +
Similar to the Elbow Blade, the Knee Spike does not count as a weapon in regards to slave suppression. If managing slave weaponry is too cumbersome or your slaves are frequently in danger this can provide some help, at the cost of increasing the danger posed by slave rebellion (not the frequency, but the potentially rebelling slaves now deal more damage)
 
As of the changes to melee verb selection in [[Version/1.1.2610|1.1.2610]], installing more than one knee spike is redundant in all but some very niche circumstances, as is installing more than one of the implant weapons.
 
As of the changes to melee verb selection in [[Version/1.1.2610|1.1.2610]], installing more than one knee spike is redundant in all but some very niche circumstances, as is installing more than one of the implant weapons.
  
== Version History ==
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== Trivia==
*Royalty Release - Introduced.
+
The stats page of the knee spike claims it replaces the leg, femur, tibia, foot, and toes; but this is incorrect. The knee spike is an implant and does not replace any body parts. The [[elbow blade]] and [[hand talon]] share this mistake.
*[[Version/1.1.2598|1.1.2598]], buffed from 22% AP and 7.50 DPS to 38% AP and 8.46 DPS.  
+
 
 +
== Version history ==
 +
* [[Royalty DLC]] Release - Added.
 +
* [[Version/1.1.2598|1.1.2598]] - Buffed from 22% AP -> 38% AP and 7.50 DPS -> 8.46 DPS.  
  
{{nav|body parts|wide}}
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{{Nav|body parts|wide}}
[[Category:Royalty]]
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[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
[[Category:Medical Item]]
 
[[Category:Body Part]]
 

Latest revision as of 11:33, 8 January 2024

Knee spike

Knee spike

A spike that extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
355 Silver

Melee Combat

Mode
Melee
Melee Attack 1
Spike
22 dmg (Stab)
38% AP
2.6 seconds cooldown
Body Part
Leg
Melee Average DPS
8.46
Melee Average AP
38%

Creation

Crafted At
Machining table
Required Research
Compact weaponryTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 40 + Component 7
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
AdvancedWeapon
tradeTags
ImplantEmpireCommon


The Knee Spike is an implant that gives an attack with 38% AP and 8.46 DPS. Like all Implant Weapons, it can only be installed on a natural limb, not a prosthetic or bionic limb.

Acquisition[edit]

Knee spikes can be crafted at a Machining table once the Compact weaponry research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require Steel 40 Steel, Component 7 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.

It can also be found on Raiders, bought at traders and acquired through Quests

Summary[edit]

<Summary stuff goes here>

Installation[edit]

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

Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.

If the operation fails, the part will be destroyed.

Analysis[edit]

The Knee Spike is slightly superior to a steel longsword of normal quality, with 0.98x the DPS made up for by 1.15x the AP. This means it is a relatively powerful weapon early on, however as knee spikes are not affected by quality or material bonuses, their relevance for melee pawns diminishes in the mid game. They may still generally increase DPS by replacing or supplementing the weaker Handle attacks that occur 25% of the time, but the gain is small and the trade-off in bionics discussed below may not be worth it. Note that by adding additonal attack 'verbs' (as colonists normally cannot attack with their legs) you may make attacks with the more powerful melee options less likely.

As ranged weapons typically fare poorly when used in melee combat and knee spikes can be installed on pawns without preventing them from carrying ranged weapons, they can be useful to give a ranged pawn a decent melee option. This both expands their versatility in combat and mitigates a key weakness to melee enemies. However, the knee spike cannot be installed on bionic or archotech legs. The movement buff leg replacements provide can be key in improving pawn survivability, and are a significant boon in day-to-day duties. Therefore, installing the otherwise-inferior Elbow blade and forgoing a bionic or archotech arm may be a better option. As the effect of Manipulation on Shooting Accuracy is capped at 100%, the buffs provided by the arms do not significantly improve a ranged pawn's combat abilities, so it can be a more palatable trade-off assuming a pawn's non-combat duties would not benefit from heightened manipulation ability, such as hunters, haulers and cleaners. If both bionic arms and legs are preferred, Venom fangs offer both significantly lower DPS and AP than either of the other two but do not conflict with any other beneficial prosthesis.

Similar to the Elbow Blade, the Knee Spike does not count as a weapon in regards to slave suppression. If managing slave weaponry is too cumbersome or your slaves are frequently in danger this can provide some help, at the cost of increasing the danger posed by slave rebellion (not the frequency, but the potentially rebelling slaves now deal more damage) As of the changes to melee verb selection in 1.1.2610, installing more than one knee spike is redundant in all but some very niche circumstances, as is installing more than one of the implant weapons.

Trivia[edit]

The stats page of the knee spike claims it replaces the leg, femur, tibia, foot, and toes; but this is incorrect. The knee spike is an implant and does not replace any body parts. The elbow blade and hand talon share this mistake.

Version history[edit]