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{{Infobox main|weapon
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<onlyinclude>
| name = Longsword
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{{infobox main|weapon|
| image = Longsword.png
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|name = Longsword
| type = Equipment
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|image = LongSword.png|Longsword
| type2 = Weapons
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|type = Equipment
| tech level = Medieval
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|type2 = Weapons
| description = The ancient weapon of kings, the longsword can be used for slashing or stabbing.
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|description = "The ancient weapon of kings, the longsword can be used for slashing or stabbing and is deadly in the right hands."
| class = Medieval
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|class = Medieval
| meleeattack1dmg = 9
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|meleeattack1dmg = 9
| meleeattack1type = poke
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|meleeattack1type = poke
| meleeattack1part = handle
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|meleeattack1part = handle
| meleeattack1cool = 2
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|meleeattack1cool = 2
| meleeattack1ap = 13
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|meleeattack1ap = 13
| meleeattack2dmg = 23
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|meleeattack2dmg = 23
| meleeattack2type = stab
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|meleeattack2type = stab
| meleeattack2part = point
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|meleeattack2part = point
| meleeattack2cool = 2.6
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|meleeattack2cool = 2.6
| meleeattack2ap = 34
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|meleeattack2ap = 34
| meleeattack3dmg = 23
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|meleeattack3dmg = 23
| meleeattack3type = cut
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|meleeattack3type = cut
| meleeattack3part = blade
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|meleeattack3part = blade
| meleeattack3cool = 2.6
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|meleeattack3cool = 2.6
| meleeattack3ap = 34
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|meleeattack3ap = 34
| MeleeWeaponAverageDPS = 8.60
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|MeleeWeaponAverageDPS = 8.60
| MeleeWeaponAverageAP = 33
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|MeleeWeaponAverageAP = 33
| mode = Melee
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|mode = Melee
| production facility 1 = Fueled smithy
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|buy = {{icon|buildingmat|100}}
| production facility 2 = Electric smithy
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|damge type = Sharp
| research = Long blades
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| resource 1 = Stuff
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| resource 1 amount = 100
 
| stuff tags = Metallic, Woody
 
| skill 1 = Crafting
 
| skill 1 level = 5
 
| damage type = Sharp
 
| work to make = 18000
 
| mass base = 2
 
| has quality = True
 
| weaponTags = MedievalMeleeAdvanced
 
| thingSetMakerTags = RewardStandardQualitySuper
 
 
}}
 
}}
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</onlyinclude>
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The '''longsword''' is a melee weapon in RimWorld that does a large amount of damage, has a long cooldown, and deals sharp damage.
 
The '''longsword''' is a melee weapon in RimWorld that does a large amount of damage, has a long cooldown, and deals sharp damage.
  
== Acquisition ==
 
Longswords can be crafted at [[fueled smithy|any]] [[electric smithy|smithy]], once the [[Research#Long blades|Long Blades]] research has been completed, from {{Required Resources}}, and {{Ticks|{{P|Work To Make}}}} of work.
 
  
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.
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==Obtaining==
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Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s. Longswords can also be crafted at [[fueled smithy|any]] [[electric smithy|smithy]] (once the [[research#longblades|long blades]] research has been completed), from 100 of any metallic or wooden [[materials|material]], and {{ticks|22000}} of work.
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== Analysis ==
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==Analysis==
{{Stub|section=1|reason=Bioferrite handle attack quirk and it's effect - see [[persona monosword]] as example}}
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The longsword has the highest base DPS out of any weapon in the game; having a 22.5% higher nominal DPS than the [[mace]], which is the most powerful blunt weapon in the game. [[Plasteel]] longswords are extremely dangerous weapons, and can handily cut down opponents, thanks to their [[gladius]]-like cooldown and enhanced damage per hit.
The longsword has the highest base DPS out of any melee weapon in Core RimWorld.  
 
  
In the [[Royalty DLC]]{{RoyaltyIcon}}, they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony. A masterwork plasteel longsword beats a normal [[persona monosword]] and excellent [[monosword]], at least before considering {{AP}}.
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The longsword's primary disadvantage is that it suffers against the extremely high sharp-armor values of [[Flak vest]]s and [[Marine armor]]. Against enemies with these armor variants, a mace of equal quality is usually superior, particularly if made of [[Uranium]]; even a humble club can often do the job better than a longsword against these armors. However, a plasteel longsword will still outperform a uranium mace against opponents with [[Flak jacket]]s, [[Flak pants]], or [[Plate armor]], and longswords still reign supreme against unarmored or lightly armored opponents.
  
==Comparisons==
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As is the case with any sharp weapon, longsword attacks cause bleeding. However, this has little advantage for the player since melee engagements are usually over long before combat penalties due to blood loss can kick in. It could even be seen as a downside, as any potential [[Prisoner]]s will be more difficult to save from bleeding out, especially if your doctors are busy healing your own colonists.
===Comparison to maces===
 
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost {{Icon Small|stuff}} 50, half as much as the sword. They require only [[Research#Smithing|Smithing]] research, rather than Long Blades. In addition, blunt weapons are best with [[uranium]], while sharp weapons are best with [[plasteel]]. Uranium is a cheaper material, and generally less useful throughout the game.
 
  
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]]. However, most enemies with armor will have ''much'' more Sharp armor than Blunt armor. For example, a [[flak vest]] has 100% Sharp armor, but only 40% Blunt armor. While the mace has less {{AP}}, most enemies have little blunt armor, resulting in an "armor-piercing" effect.
 
  
Breakpoints for when each weapon is better vary by [[quality]] and material.
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==Longsword vs. Comparable Weapons==
* In general, a [[plasteel]] longsword beats the same quality [[uranium]] mace against unarmored humans and lightly armored humans, such as [[flak jacket]]s without the corresponding vest. The sword is also better against light mechs like [[scyther]]s and [[lancer]]s.
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<!--
* The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. For example, a normal uranium mace deals  +{{%|((9.56/10.71) * (1/0.74)) <!--Centipedes have 72% sharp - 37.4% AP from plasteel longsword's 2 sharp attacks. This results in 34.5% "real" armor, and each armor% reduces avg dmg by %0.75. This results in 26% dmg reduction.---> -1 round 3}} {{DPS}} to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below)
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    Table cell hex colour values for win rates:
Similar comparisons can be made between steel longswords vs steel maces.
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    0 - 20.83% win rate = #FF6969
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    20.84 - 31.24% win rate = #FF9B72
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    31.25 - 43.74% win rate = #FFCD7B
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    43.75 - 56.25% win rate = #FFFF85
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    56.26 - 68.75% win rate = #CDFF7B
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    68.76 - 79.16% win rate = #9BFF72
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    79.17 - 100.00% win rate = #69FF69
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-->
  
Damage and AP are easily the most important factors for performance, especially at lower qualities. Regardless, this comparison can get significantly more complicated, even without factoring material cost. These details are documented below.
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This section goes over how well the longsword fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.  
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====Sharp vs Blunt====
 
There are a large amount of mechanics surrounding the [[damage type]]s of the longsword and mace. For their "Best" attack, maces deal ''[[Damage types#Blunt|Blunt]]'' damage. Longswords deal either ''[[Damage types#Stab|Stab]]'' or ''[[Damage types#Cut|Cut]]'' damage. Best attacks are the most likely to hit (75%); for sake of simplicity, "Mid" attacks are ignored. They are listed in rough order of importance.
 
  
*'''Cut damage deals bonus damage.''' Specifically, if a Cut damage activates a ''cleave'', then total damage is multiplied by 140%, then split between body parts. This means that a Cut attack inflicts more [[pain]] on a pawn, causing [[pain shock]]. Pain shock is the most common way to down / kill enemies in combat. Even with painless [[mechanoid]]s, dealing enough HP of damage will cause a pawn to die, even if you never destroy a vital body part.
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=== Methodology ===
  
: The chance to cleave is 40%. This improves sword DPS by 116% on average, and the sword already is better in terms of raw DPS.
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<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto">
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<div class="mw-collapsible-content">
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* All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
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* All pawns have a skill level of 8 in melee
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* No pawns have any traits that affect combat performance
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* All pawns are of 18 years of age and completely healthy</div>
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</div>
  
: Spreading the damage between body parts may prevent outright destroying body parts, which could be more devastating than extra damage.
 
  
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process.
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Results in the table below are the percentages of battles that longswords 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.
  
:Meanwhile, Cut damage has a chance to ''cleave'' an opponent. If cut damage happens to get a part to 0 HP, then it is much more likely to destroy it. The mace remains superior - it is more likely to cripple/destroy larger body parts whilst not wasting damage.
 
  
:Overkill is unlikely to matter for weapons below masterwork [[quality]]. Plasteel / uranium weapons at excellent quality will barely be able to destroy larger body parts, like the arms, in 1 hit, meaning overkill damage is almost nonexistent. Lower qualities won't be able to destroy large parts in 1 hit. With lower qualities, overkill is only relevant if a body part is hit twice in a row. This is much less important than DPS and the [[pain]] it inflicts.
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The following armor categories are:
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* '''Unarmored - '''[[Plainleather]] [[button-down shirt]] and plainleather [[pants]]
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* '''Flak - '''[[Steel]] [[simple helmet]], [[flak jacket]], [[flak vest]], plainleather button-down shirt and [[flak pants]]
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* '''Marine - '''[[Marine helmet]], [[marine armor]], plainleather button-down shirt and plainleather pants
  
*'''Blunt weapons can stun enemies,''' though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso.
 
  
: Blunt weapons can also stun if they hit the brain. But a uranium mace of at least Poor quality will always one-shot a human brain (unless it is fully negated by armor, in which case it wouldn't stun).
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{| class="wikitable sortable" style="text-align: center"
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! Other Weapon !! Unarmored !! Flak !! Marine
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|-
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! Gladius
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| style="background: #CDFF7B" | 63.90% || style="background: #CDFF7B" | 67.15% || style="background: #CDFF7B" | 68.35%
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|-
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! Spear
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| style="background: #CDFF7B" | 63.95% || style="background: #CDFF7B" | 57.70% || style="background: #FFFF85" | 47.70%
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|-
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! Mace
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| style="background: #CDFF7B" | 67.10% || style="background: #FFFF85" | 51.75% || style="background: #FF9B72" | 31.10%
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|-
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! Elephant tusk
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| style="background: #CDFF7B" | 60.70% || style="background: #CDFF7B" | 64.75% || style="background: #CDFF7B" | 68.37%
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|-
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! Thrumbo horn
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| style="background: #FFCD7B" | 37.95% || style="background: #FFCD7B" | 35.35% || style="background: #FFCD7B" | 36.00%
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|-
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|}
  
*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s.
 
  
{{Weapon Stats Table}}
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<references/>
  
== Version history ==
 
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.
 
<gallery>
 
Longsword Old.png|Texture prior to 1.5
 
</gallery>
 
  
{{Nav|weapon|wide}}
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[[Kind::Weapons| ]]
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]
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{{nav|weapon|wide}}
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]
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[[Category:Weapons]]
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[[Category:Equipment]]

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