Difference between revisions of "Mace"

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Compared to its neolithic 'ancestor', the [[club]], the mace is 10 units more expensive, has a greater damage per hit, and swings just as fast. Maces are also impacted by [[quality]], while clubs aren't. A poor or awful mace will be worse than a club of the same material.
 
Compared to its neolithic 'ancestor', the [[club]], the mace is 10 units more expensive, has a greater damage per hit, and swings just as fast. Maces are also impacted by [[quality]], while clubs aren't. A poor or awful mace will be worse than a club of the same material.
  
The [[warhammer]]{{RoyaltyIcon}} costs 3x the materials and requires [[Research#Long Blades|Long blades]] researched, but is not strictly stronger. In fact, the mace has a stronger raw {{DPS}} against unarmored targets, or targets where the mace's {{AP}} completely ignore armor. The warhammer has a stronger swing, but longer cooldown, making it more likely to destroy body parts. The practical effects of this are undocumented.
+
The [[warhammer]]{{RoyaltyIcon}} costs 3x the materials and requires [[Research#Long Blades|Long blades]] researched, but is not strictly stronger. In fact, the mace has a stronger average {{DPS}} against unarmored targets, or targets where the mace's {{AP}} completely ignore armor. The warhammer has a stronger swing, but longer cooldown, making it more likely to destroy body parts. The practical effects of this are undocumented.
  
A normal uranium warhammer surpasses the same mace against [[flak vest]]s and [[power armor]]. A masterwork uranium warhammer loses to the equivalent mace against [[cataphract armor]]{{RoyaltyIcon}}, only faring better against excellent cataphract. However, the actual difference between mace and warhammer are very small, even against power armor. Therefore, the mace is the preferred choice, as it is 3x cheaper. In the endgame, when costs don't matter, you would be better off with [[persona zeushammer]]s.{{RoyaltyIcon}}
+
A normal uranium warhammer surpasses the same mace against [[flak vest]]s and [[power armor]]. A masterwork uranium warhammer loses to the equivalent mace against [[cataphract armor]]{{RoyaltyIcon}}, only faring better against excellent cataphract. However, the actual difference between mace and warhammer are very small, even against power armor. Therefore, the mace is often the preferred choice, as it is 3x cheaper. In the endgame, when costs don't matter, you would be better off with [[persona zeushammer]]s.{{RoyaltyIcon}}
  
 
{{Weapon Quality Table}}
 
{{Weapon Quality Table}}

Revision as of 18:21, 26 January 2023

Mace

Mace

A refined club, engineered for efficient swinging and deadly impacts.

Base Stats

Type
EquipmentWeapons
Tech Level
Medieval
Weapon Class
Medieval
Mass
1.25 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Poke)
13% AP
2 seconds cooldown
Melee Attack 2 
Head
15.7 dmg (Blunt)
24% AP
2 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Smithing
Skill Required
Crafting 3
Work To Make
6,000 ticks (1.67 mins)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 50
Technical


The mace is a melee weapon that does a moderate amount of blunt damage, and has a moderate cooldown. As a blunt weapon, mace attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons.

Acquisition

Maces can be crafted at a Fueled smithy or Electric smithy once the Smithing research project has been completed. They require Stuff 50 Stuff (Metallic/Woody, 500 for SVMs), 6,000 ticks (1.67 mins) of work, and a Crafting skill of 3.

Maces can also be purchased from outlander and orbital combat suppliers, or from outlander and pirate raiders drops.

Analysis

Maces are the strongest blunt weapon that can be crafted by your colony. The mace is best when made with uranium, due to the metal's blunt damage multiplier. They cost half as much as a longsword, and are unlocked with Smithing rather than Long Blades.

While the longsword is nominally stronger, the mace does blunt damage instead of sharp; armor pieces like flak vests and marine armor reduce the longsword to the point of being worse than the mace. The exact breakpoints for mace vs. longsword depend on quality and material. In general, a normal plasteel longsword can beat a normal uranium mace against targets wearing just flak jackets or flak pants, as well as unarmored pawns. Steel longswords can beat steel maces at roughly the same breakpoints.

Compared to blunt weapons

Compared to its neolithic 'ancestor', the club, the mace is 10 units more expensive, has a greater damage per hit, and swings just as fast. Maces are also impacted by quality, while clubs aren't. A poor or awful mace will be worse than a club of the same material.

The warhammerContent added by the Royalty DLC costs 3x the materials and requires Long blades researched, but is not strictly stronger. In fact, the mace has a stronger average DPS against unarmored targets, or targets where the mace's AP completely ignore armor. The warhammer has a stronger swing, but longer cooldown, making it more likely to destroy body parts. The practical effects of this are undocumented.

A normal uranium warhammer surpasses the same mace against flak vests and power armor. A masterwork uranium warhammer loses to the equivalent mace against cataphract armorContent added by the Royalty DLC, only faring better against excellent cataphract. However, the actual difference between mace and warhammer are very small, even against power armor. Therefore, the mace is often the preferred choice, as it is 3x cheaper. In the endgame, when costs don't matter, you would be better off with persona zeushammers.Content added by the Royalty DLC

Attack table

Feature Toggle
AttacksRitual Quality Check Off.png
QualityRitual Quality Check Off.png
  • Mace Mace HP Value
    Quality
    Material DPS[1] AP[1]
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 6.32 19.18% 200 92 Silver
    Normal Gold Gold 6.95 21.08% 60 5020 Silver
    Normal Plasteel Plasteel 7.58 19.18% 280 495 Silver
    Normal Silver Silver 6.95 21.08% 70 520 Silver
    Normal Steel Steel 6.95 21.08% 100 117 Silver
    Normal Uranium Uranium 9.3 30.63% 250 340 Silver
    Normal Wood Wood 6.32 19.18% 65 75 Silver

    For the full effects of qualities, see Quality.

    1. Jump up to: 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history

    • Beta 19/1.0 - Damage buffed.