Difference between revisions of "Weapons"

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(→‎Melee Weapons: having a 20% sell modifier, weapons are never good things to craft to sell)
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==Melee Weapons==
 
==Melee Weapons==
  
These weapons can only be used against adjacent enemies. However they do prevent the enemy from using any ranged weaponry and tend to slow it down if it tries to leave. All [Animals] are counted as having melee weapons by default and any ranged weapon can be used as a makeshift (and thus usually inferior) melee weapon.
+
These weapons can only be used against adjacent enemies. However they do prevent the enemy from using any ranged weaponry and tend to slow it down if it tries to leave. All [Animals] are counted as having melee weapons by default and any ranged weapon can be used as a makeshift melee weapon.
  
 
Only two values are relevant to evaluate a weapons performance: Melee bulk and Damage (wich should include the type)
 
Only two values are relevant to evaluate a weapons performance: Melee bulk and Damage (wich should include the type)
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The average DPS is often misleading. Specific attacks of a melee weapon varry widly from barely the base damage of a ranged weapon used in melee (jabbig or smashing with the handle) to 3 (sword tip piercing) or 4 (sword edge cutting) times that. The material, quality and even relative hitpoints of a Melee Weapon affect the damage output for each specific attack, with material usually in different ways per attack
 
The average DPS is often misleading. Specific attacks of a melee weapon varry widly from barely the base damage of a ranged weapon used in melee (jabbig or smashing with the handle) to 3 (sword tip piercing) or 4 (sword edge cutting) times that. The material, quality and even relative hitpoints of a Melee Weapon affect the damage output for each specific attack, with material usually in different ways per attack
  
Note that melee accuracy is determined by a [[Colonist|colonist's]] [[Skills#Melee|melee skill]] and further modified by health stats of consciousness and sight.
+
Note that melee accuracy is determined by a [[Colonist|colonist's]] [[Skills#Melee|melee skill]] and further modified by health stats of consciousness and sight
 
 
Weapons are also good options for sellable crafted goods. In terms of economy, Maces are the most efficient weapons to sell, as they have the best material cost:value ratio (75 and 210, respectively), and they bring in lump sums of cash. Technically, small weapons such as the knife and shiv have better ratios, but the amount of work required to make them and the amount of items a player would need to bring in a decent sum of silver make them impractical to mass-produce.
 
 
 
  
 
===Base Melee Stats===
 
===Base Melee Stats===

Revision as of 13:06, 3 May 2018

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility

Template:Tocright

Weapons are used by colonists and raiders alike to fight each other (and sometimes to put down enraged animals). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.

If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. They also tend to have negative Beauty effects. Weapons stored in a shelf will not deteriorate or cause negative beauty, even if left outside.

Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.

Ranged weapons

Ranged weapons consist mostly of firearms currently, but there are other non-gunpowder ranged weapons like bows and throwing spears, and also the advanced charge rifle and incendiary launcher.

A very important stat of any ranged weapon is its accuracy on various ranges. The values given in the table are the base values. Those are modified by the quality level and hitpoints remaining. However one of the bigger factors is shooting accuracy of the pawn wielding it.

The ranges are measured in tiles and correspond to:

  • Touch = 4
  • Short = 15
  • Medium = 30
  • Long = 50

Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.

Many longer range weapons have a noticeable weakness in touch range accuracy and those weapons also tend have especially high melee bulk. They are also prone to hit allies with missed shots, unless said ally is directly adjacent to them (see below).

Higher damage weapons are more likely to outright destroy or permanently injure the target, making them more useful to dispatch enemies quickly, but also less suitable to (re)capture an enemy. The damage type is usually sharp damage from bullets, but may also be explosive blunt damage (grenades) or heat damage (incendiaries).

A number of Industrial era and higher weapons have burst fire, meaning they will fire multiple shoots per use. Each shot has their own accuracy roll and cooldown starts after the burst is completed.

All ranged weapons can be used as melee weapons. They are usually inferior to proper melee weapons, but their use against melee enemies should not be underestimated, especially against already injured enemies. Melee weapon bulk tends to vary considerably (50%-200%) between cases, with larger range weapons generally having much higher bulk but often doing more damage if they connect.

DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.


Name Damage Warm-Up
(ticks*)
Cooldown
(ticks*)
Range
(tiles)
Burst Count Burst (ticks*) Bullet Speed Accuracy
(Touch)
Accuracy
(Short)
Accuracy
(Medium)
Accuracy
(Long)
Miss Radius Blast Radius DPS
(Optimal)
DPS
(Touch)
DPS
(Short)
DPS
(Medium)
DPS
(Long)
Value Silver


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* At normal game speed, there are 60 ticks to one real world second. See: Time.

Melee Weapons

These weapons can only be used against adjacent enemies. However they do prevent the enemy from using any ranged weaponry and tend to slow it down if it tries to leave. All [Animals] are counted as having melee weapons by default and any ranged weapon can be used as a makeshift melee weapon.

Only two values are relevant to evaluate a weapons performance: Melee bulk and Damage (wich should include the type)

Melee Weapon bulk defines how quickly the weapon can be used to attack. This is relevant for skilling the Melee Skill and often a tradeoff for low damage. This stat is only affect by very few materials and often a tradeoff for the damage value.

The average DPS is often misleading. Specific attacks of a melee weapon varry widly from barely the base damage of a ranged weapon used in melee (jabbig or smashing with the handle) to 3 (sword tip piercing) or 4 (sword edge cutting) times that. The material, quality and even relative hitpoints of a Melee Weapon affect the damage output for each specific attack, with material usually in different ways per attack

Note that melee accuracy is determined by a colonist's melee skill and further modified by health stats of consciousness and sight

Base Melee Stats

The following stats are for weapons with 100% hit points, of normal quality, and made of steel (the baseline material wich has no modifiers on Bulk, Blunt or Sharp Damage).


|}


* Material cannot be changed for these. They also do not come in varying quality levels. The Base Melee Stats table has their correct stats and no formulas are needed for them.

Material / Quality Modifiers

Name Melee cooldown Damage DPS Damage Type Value Silver
Fist * 96 ticks (1.6 secs) 7 4.38 Blunt -
Material Cooldown speed factor Damage factor (Blunt) DPS factor (Blunt) Damage factor (Sharp) DPS factor (Sharp) Max HP factor
Sandstone 1.35 1.00 0.60 0.50 0.37 1.4
Granite 1.35 1.00 0.60 0.65 0.48 1.7
Limestone 1.35 1.00 0.60 0.60 0.44 1.55
Slate 1.35 1.00 0.60 0.60 0.44 1.3
Marble 1.35 1.00 0.60 0.60 0.44 1.2
Silver 1.00 1.10 1.10 0.50 0.50 0.7
Gold 1.10 1.15 1.04 0.30 0.27 0.6
Steel 1.00 1.00 1.00 1.00 1.00 1.0
Plasteel 0.80 1.00 1.25 1.20 1.50 2.8
Wood 0.90 0.80 0.92 0.30 0.35 0.4
Uranium 1.35 1.40 0.84 1.10 0.66 2.5
Jade 1.10 1.50 1.35 0.80 0.72 0.5

Wood is often the only starter material. It offers a slightly reduced melee weapon bulk, but at a reduction of every other stat. The only sharp weapon able to use it is the longsword (presumably for practice swords). But many piercing weapons use it as part of the weapons main bulk.

Steel is the base material for combat gear. It offers no modifiers of any kind.

Plasteel has a slightly reduced melee bulk and increased Sharp damage.

Uranium having a notable hardness. Drastically worsens bulk, but at a noticeable increase to Blunt (and plasteel level to Sharp) Damage.

Stone Blocks can be used only for select blunt weapons. Steel is still preferrable for combat use, as it offers no bonus as drastic Bulk increase.

Low Volume Materials are terrible for sharp weapon, but may be worth it for blunt. They offer increased blunt damage at minimal increase to Weapon Bulk, but at a high tradeoff in hitpoints and sharp damage. Their high material cost usually makes them not worth the cost.

Quality Base Damage Modifier
Awful 0.40
Shoddy 0.70
Poor 0.85
Normal 1.00
Good 1.10
Superior 1.20
Excellent 1.35
Masterwork 1.45
Legendary 1.55

Melee Formulas

Damage for any melee weapon is Base Damage x Material Modifier x Quality Modifier


For example, a Masterwork Granite Gladius. A Gladius deals Sharp damage, so the Sharp damage material modifier is used.


Damage = 13, Material Modifier = 0.65, Quality = 1.45


Therefore, a Masterwork Granite Gladius deals (13 x 0.65 x 1.45) = 12.2525 damage.


Don't forget that Blunt damage will affect bones as well as flesh, and can potentially do more damage / incapacitate easier.


Cooldown is calculated as Weapon melee cooldown / Material melee cooldown


DPS (damage per second) is calculated as Damage / Cooldown. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.


The Masterwork Granite Gladius has Damage 14.365 and Cooldown 3.22 seconds.


DPS = Damage / Cooldown = 14.365 / 3.22 = 4.46 (rounded).