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A power claw, on its own, is competitive with a normal quality [[plasteel]] [[longsword]], though with a Moving penalty. They can also be obtained very early in the game, even before [[Research#Smithing|Smithing]], through [[trade]] or [[quest]]s. This makes the claw a powerful melee weapon in the early game, both strong and cheap. But as power claws are not impacted by quality, they will fall behind dedicated melee weapons which do more DPS and don't decrease Moving or Melee Dodge Chance. Regular weapons are also not incompatible with [[bionic arm|bionic]] and [[archotech arm]]s, both of which ''increase'' [[Melee Hit Chance]] instead. Finally, note that power claws require [[surgery]], which is risky without a good doctor and a clean hospital.  
 
A power claw, on its own, is competitive with a normal quality [[plasteel]] [[longsword]], though with a Moving penalty. They can also be obtained very early in the game, even before [[Research#Smithing|Smithing]], through [[trade]] or [[quest]]s. This makes the claw a powerful melee weapon in the early game, both strong and cheap. But as power claws are not impacted by quality, they will fall behind dedicated melee weapons which do more DPS and don't decrease Moving or Melee Dodge Chance. Regular weapons are also not incompatible with [[bionic arm|bionic]] and [[archotech arm]]s, both of which ''increase'' [[Melee Hit Chance]] instead. Finally, note that power claws require [[surgery]], which is risky without a good doctor and a clean hospital.  
  
If a pawn is already holding a stronger melee weapon, adding a power claw would offer a marginal benefit. Because of the [[melee verb selection]] mechanic, pawns will use their "Best" attacks 75% of the time, and "Mid" attacks the rest of the time. The power claw falls into the "Mid" category alongside fist and/or handle attacks even when wielded with relatively accessible melee weapons such as Normal quality plasteel longswords or Good quality uranium maces. The end result in a {{DPS}} improvement of only {{+|{{%|11.312/10.714-1 round 3}}}} and {{+|{{%|11.05/10.52-1 round 3}}}} respectively, and the relative improvement only shrinks with higher qualities. And this still comes at the cost of Moving and Melee Dodge Chance.  
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If a pawn is already holding a stronger melee weapon, adding a power claw would offer a marginal benefit. Because of the [[melee verb selection]] mechanic, pawns will use their "Best" attacks 75% of the time, and "Mid" attacks the rest of the time. The power claw falls into the "Mid" category alongside fist and/or handle attacks even when wielded with relatively accessible melee weapons such as Normal quality plasteel longswords or Good quality uranium maces. The end result in an improvement of only {{+|{{%|11.312/10.714-1 round 3}}}} and {{+|{{%|11.05/10.52-1 round 3}}}} respectively, and the relative improvement only shrinks with higher qualities. And this still comes at the cost of Moving and Melee Dodge Chance.  
  
 
The melee verb system also means that installing 2 claws is essentially never beneficial. If it is the "Best" category, it either won't improve DPS or it will improve DPS ''more'' to drop the equipped weapons. If its in "Mid", the actual effect on DPS of further diluting the handle attacks is tiny.  
 
The melee verb system also means that installing 2 claws is essentially never beneficial. If it is the "Best" category, it either won't improve DPS or it will improve DPS ''more'' to drop the equipped weapons. If its in "Mid", the actual effect on DPS of further diluting the handle attacks is tiny.  

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