Difference between revisions of "Scyther blade"

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(Reenabling/readding an infobox, Lets see if I did the check correctly and it won't set properties.)
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<noinclude>{{obsolete}}</noinclude>
 
<noinclude>{{obsolete}}</noinclude>
<!--
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{{infobox main|
{{Define|Body Part
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| set property = false <!--Disables property setting as this page is obsolete-->
| image = Artificial Organ
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| name = Archotech arm
| always haulable = true
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| image = Health item bionic.png
| def name = ScytherBlade
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| type = Medical Items
 +
| type2 = Body Parts
 
| description = Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.
 
| description = Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.
| graphic class = Graphic_Single
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| class = Spacer
| graphic path = Things/Item/BodyPart/ArtificialOrgan
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| meleeattack1dmg = 20
| is body part = true
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| meleeattack1type = Sharp
| label = scyther blade
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| meleeattack1cool = 1.66
| parent name = BodyPartBase
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| meleeattack1ap = 35
| path cost = 10
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| MeleeWeaponAverageDPS = 12
| selectable = true
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| MeleeWeaponAverageAP = 35
| thing class = ThingWithComps
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| damage type = Blunt
| ticker type = Never
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| mode = Melee
| tradeability = Sellable
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| mass = 4
| use hit points = true
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| marketvalue = 2000
| flammability base = 1.0
 
| market value base = 2000
 
 
| max hit points base = 50
 
| max hit points base = 50
|mass = 4
 
 
}}
 
}}
 
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The '''Scyther blade''' is a [[mechanoid]] body part attached to scythers only and used in replacement of melee weapons or fists. Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat. Then it can be surgically installed to colonists with natural arms. If an installed scyther blade is replaced with an artificial arm or another hand attachment, the blade will be removed and boxed for reuse. Scyther blades are extremely valuable items with a base market price of 2000 silver. When social fighting, colonists will not use the scyther blade to hit the opponent.
{{#set:Name=Scyther blade}}{{#set:Melee Damage Base = 20| Melee Cooldown Base = 100| Damage Type = Sharp}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}}-->
 
The Scyther blade is a [[mechanoid]] body part attached to scythers only and used in replacement of melee weapons or fists. Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat. Then it can be surgically installed to colonists with natural arms. If an installed scyther blade is replaced with an artificial arm or another hand attachment, the blade will be removed and boxed for reuse. Scyther blades are extremely valuable items with a base market price of 2000 silver. When social fighting, colonists will not use the scyther blade to hit the opponent.
 
  
 
A scyther blade deals 20 damage, compared to 7 damage from a fist but comes with a significant tradeoff by reducing part efficiency to 20%. A colonist with only one normal hand and a blade on the other has 60% manipulation.  
 
A scyther blade deals 20 damage, compared to 7 damage from a fist but comes with a significant tradeoff by reducing part efficiency to 20%. A colonist with only one normal hand and a blade on the other has 60% manipulation.  
  
 
A colonist with two blades will have 20% manipulation, making one terrible at anything needing manipulation, but great at melee by out-DPS'ing a normal plasteel [[longsword]] (12.12 vs 10) if all blows connect. However, since scyther blades have a heavy manipulation penalty, they are very inaccurate and can only be expected to hit around 50 - 70% of the time, for an effective DPS of around 6 to 8.4, making them no match for many other melee weapons.
 
A colonist with two blades will have 20% manipulation, making one terrible at anything needing manipulation, but great at melee by out-DPS'ing a normal plasteel [[longsword]] (12.12 vs 10) if all blows connect. However, since scyther blades have a heavy manipulation penalty, they are very inaccurate and can only be expected to hit around 50 - 70% of the time, for an effective DPS of around 6 to 8.4, making them no match for many other melee weapons.
 
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<div><li style="display: inline-table;">
 
{| {{STDT| c_06 text-center}}
 
{| {{STDT| c_06 text-center}}
 
! Melee Attack !! Damage Amount !! Cooldown !!DPS
 
! Melee Attack !! Damage Amount !! Cooldown !!DPS
 
|-
 
|-
 
![[Injury#Cut|Cut]]
 
![[Injury#Cut|Cut]]
|20
+
| 20
|100
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| 100
|12
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| 12
 
|}
 
|}
 
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</li><div>
 
== Version history ==
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Added
 
* [[Version/0.7.581|0.7.581]] - Added

Revision as of 02:09, 26 April 2022

Archotech arm

Archotech arm

Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon.

Base Stats

Type
Medical ItemsBody Parts
Weapon Class
Spacer
Market Value
2000 Silver

Melee Combat

Mode
Melee
Melee Attack 1
Body part?
20 dmg (Sharp)
35% AP
1.66 seconds cooldown
Melee Average DPS
12
Melee Average AP
35%

The Scyther blade is a mechanoid body part attached to scythers only and used in replacement of melee weapons or fists. Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat. Then it can be surgically installed to colonists with natural arms. If an installed scyther blade is replaced with an artificial arm or another hand attachment, the blade will be removed and boxed for reuse. Scyther blades are extremely valuable items with a base market price of 2000 silver. When social fighting, colonists will not use the scyther blade to hit the opponent.

A scyther blade deals 20 damage, compared to 7 damage from a fist but comes with a significant tradeoff by reducing part efficiency to 20%. A colonist with only one normal hand and a blade on the other has 60% manipulation.

A colonist with two blades will have 20% manipulation, making one terrible at anything needing manipulation, but great at melee by out-DPS'ing a normal plasteel longsword (12.12 vs 10) if all blows connect. However, since scyther blades have a heavy manipulation penalty, they are very inaccurate and can only be expected to hit around 50 - 70% of the time, for an effective DPS of around 6 to 8.4, making them no match for many other melee weapons.

  • Melee Attack Damage Amount Cooldown DPS
    Cut 20 100 12
  • Version history

    • 0.7.581 - Added
    • Prior to Alpha 17 it used to be extremely powerful, delivering high amounts of damage (20 DPS) that surpasses everything else in-game if installed on both hands. In A17 its attack speed has been greatly nerfed, and since manipulation now affects melee accuracy, its accuracy suffered a great penalty as well.
    • It was removed from the game in 0.19/1.0.