Editing User:Hordes/Melee Comparison
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Notable mechanics: | Notable mechanics: | ||
− | * '''Cut damage has a chance to "cleave"'''. When a Cut damage hits an enemy, there is a chance to "''cleave''" an enemy. This increases total damage by 140%, then spreads it throughout body parts. This makes Cut damage less likely to destroy body parts, but causes more [[pain]]. [[Pain shock]] is, by far, the most common way to disable an enemy in combat. The chance of a cleave attack is undocumented. | + | * '''Cut damage has a chance to "cleave"'''. When a Cut damage hits an enemy, there is a chance to "''cleave''" an enemy. This increases total damage by 140%, then spreads it throughout body parts. This makes Cut damage less likely to destroy body parts, but causes more [[pain]]. [[Pain shock]] is, by far, the most common way to disable an enemy in combat). The chance of a cleave attack is undocumented. |
− | + | * '''Cut damage is more likely to destroy small / weakened body parts'''. When a body part would be reduced to 0 HP, there is a mechanic in place to prevent its destruction. An attack must do overkill damage in order to actually destroy it. A Cut attack needs to do <code>(Current HP) * 0.0 to 0.1</code> extra damage, while both Stab and Blunt need to do <code>(Current HP) * 0.4 to 1.0</code> extra damage. Due to the cleaving described above, Cut is still less likely to destroy larger body parts. | |
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− | * '''Cut damage is more likely to destroy small / weakened body parts'''. When a body part would be reduced to 0 HP, there is a mechanic in place to prevent its destruction. An attack must do overkill damage in order to actually destroy it. A Cut attack needs to do <code>( | ||
* '''Sharp weapons cause bleeding.''' Both Stab and Cut damage will cause bleeding on hit. However, bleeding is unlikely to help the player; melee engagements are usually over long before combat penalties due to blood loss can kick in. | * '''Sharp weapons cause bleeding.''' Both Stab and Cut damage will cause bleeding on hit. However, bleeding is unlikely to help the player; melee engagements are usually over long before combat penalties due to blood loss can kick in. | ||
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* '''Stab damage is concentrated on 1 part.''' Stabs are more likely than Cuts to destroy large body parts, like the head, heart, and torso. Though, below Masterwork quality or so, this is unlikely to matter. | * '''Stab damage is concentrated on 1 part.''' Stabs are more likely than Cuts to destroy large body parts, like the head, heart, and torso. Though, below Masterwork quality or so, this is unlikely to matter. | ||
− | * '''Stab damage has the worst damage spread mechanics.''' If Stab damage destroys a finger, the finger is destroyed. If Blunt damage destroys a finger, the finger is destroyed ''and'' the arm is damaged too. If Cut damage would destroy | + | * '''Stab damage has the worst damage spread mechanics.''' If Stab damage destroys a finger, the finger is destroyed. If Blunt damage destroys a finger, the finger is destroyed ''and'' the arm is damaged too. If Cut damage would destroy finger, there is a chance for cleave to proc, spreading damage to multiple parts. |
− | :Therefore, stab damage is more likely to "whiff", and damage can be wasted (especially at the highest of qualities) | + | :Therefore, stab damage is more likely to "whiff", and damage can be wasted (especially at the highest of qualities). |
* '''Sharp weapons cause bleeding.''' Stab damage causes bleeding on hit. However, bleeding is unlikely to help the player; melee engagements are usually over long before combat penalties due to blood loss can kick in. | * '''Sharp weapons cause bleeding.''' Stab damage causes bleeding on hit. However, bleeding is unlikely to help the player; melee engagements are usually over long before combat penalties due to blood loss can kick in. | ||
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Notable mechanics: | Notable mechanics: | ||
− | *'''Most enemies have little Blunt armor.''' For example, a [[flak vest]] has 100% Sharp armor | + | *'''Most enemies have little Blunt armor.''' For example, a [[flak vest]] has 100% Sharp armor and 40% Blunt armor. Almost all enemies in RimWorld follow this trend. A uranium mace is likely to have enough {{AP}} to completely ignore the Blunt armor of every enemy you see in the game. |
*'''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 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. | ||
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=== Warhammer === | === Warhammer === | ||
---- | ---- | ||
− | * Raw DPS: 9.31 ([[uranium]], normal) ({{%| 9.31/10.71 round 3}} of longsword | + | * Raw DPS: 9.31 ([[uranium]], normal) ({{%| 9.31/10.71 round 3}} of longsword) |
* Damage types for "Best" attack: ''[[Damage types#Blunt|Blunt]]'' (100%) | * Damage types for "Best" attack: ''[[Damage types#Blunt|Blunt]]'' (100%) | ||
Notable mechanics: | Notable mechanics: | ||
− | *'''Most enemies have little Blunt armor.''' For example, a [[flak vest]] has 100% Sharp armor | + | *'''Most enemies have little Blunt armor.''' For example, a [[flak vest]] has 100% Sharp armor and 40% Blunt armor. Almost all enemies in RimWorld follow this trend. A uranium warhammer is likely to have enough {{AP}} to completely ignore the Blunt armor of every enemy you see in the game. |
*'''Warhammers swing slowly, but deal more damage (than the mace).''' Well, it swings as slowly as the longsword or spear, for less damage than either sharp weapon. It swings slower and hits harder than a mace, however. This is relevant when considering the below point. | *'''Warhammers swing slowly, but deal more damage (than the mace).''' Well, it swings as slowly as the longsword or spear, for less damage than either sharp weapon. It swings slower and hits harder than a mace, however. This is relevant when considering the below point. | ||
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==Comparisons== | ==Comparisons== | ||
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=== Normal to Excellent === | === Normal to Excellent === | ||
− | General rule: Longswords for unarmored targets and lightly armored targets ([[scyther]]s & [[lancer]]s). Spears are better against armored targets like [[centipede]]s. | + | General rule: Longswords for unarmored targets and lightly armored targets ([[scyther]]s & [[lancer]]s). Spears are better against armored targets like [[centipede]]s, and not much worse otherwise. |
* {{icon small|Longsword|24}} [[Longsword]]s do the most damage when armor isn't an issue. | * {{icon small|Longsword|24}} [[Longsword]]s do the most damage when armor isn't an issue. | ||
− | * {{icon small|Spear|24}} [[Spear]]s are | + | * {{icon small|Spear|24}} [[Spear]]s are somewhat worse in DPS than longswords, but high {{AP}} makes a difference. |
* {{icon small|Mace|24}} [[Mace]]s are outdamaged by spears until 68% armor (normal) or 78% armor (excellent). On a practical scale, most enemies do not carry enough armor to make maces worth it (in terms of damage). They are still the cheapest weapon of the 4. | * {{icon small|Mace|24}} [[Mace]]s are outdamaged by spears until 68% armor (normal) or 78% armor (excellent). On a practical scale, most enemies do not carry enough armor to make maces worth it (in terms of damage). They are still the cheapest weapon of the 4. | ||
− | * {{icon small|Warhammer|24}} [[Warhammer]]s cannot one-shot body parts, so are completely irrelevant at these quality levels. Maces are 3x cheaper. | + | * {{icon small|Warhammer|24}} [[Warhammer]]s cannot one-shot body parts, so are completely irrelevant at these quality levels. Maces are better and 3x cheaper. |
=== Masterwork and Legendary === | === Masterwork and Legendary === | ||
− | General rule: Longswords. | + | General rule: Longswords. (?) |
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− | * {{icon small|Longsword|24}} [[Longsword]]s | + | * {{icon small|Longsword|24}} [[Longsword]]s do the most damage when armor isn't an issue. With 61% {{AP}} at legendary, longswords can ignore a lot of armor. |
− | * {{icon small|Spear|24}} [[Spear]]s | + | * {{icon small|Spear|24}} [[Spear]]s still do more damage against centipedes and beyond. |
− | * {{icon small|Mace|24}} [[Mace]]s | + | * {{icon small|Mace|24}} [[Mace]]s |
− | * {{icon small|Warhammer|24}} [[Warhammer]]s can | + | * {{icon small|Warhammer|24}} [[Warhammer]]s still can't one-shot body parts. They can two-shot, but longswords can also two-shot. |