Difference between revisions of "Spear"

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== Analysis ==
 
== Analysis ==
{{stub|section=1|reason=Comparisons between Cut v Stab types. Comparison to maces/blunt weps}}
 
 
The spear is a sharp weapon with a ''very'' similar damage output to the [[longsword]], despite the in-game tooltips stating otherwise. This is because the game does not account for the [[Weapons#Melee formulas|melee verb selection]] mechanic introduced in 1.1. Spears and/or longswords are the best sharp melee weapons that colonists can craft.
 
The spear is a sharp weapon with a ''very'' similar damage output to the [[longsword]], despite the in-game tooltips stating otherwise. This is because the game does not account for the [[Weapons#Melee formulas|melee verb selection]] mechanic introduced in 1.1. Spears and/or longswords are the best sharp melee weapons that colonists can craft.
 
   
 
   
 
As is typical with any sharp weapon, spear attacks cause bleeding, but most [[armor]] have higher Sharp armor values than their Blunt armor values. The [[mace]] requires less research and resources to create, and can outperform the spear against high armor, from [[flak vest]]-level equipment onwards. Higher ranking [[Factions#Tribes|tribals]] often use spears for melee fighters.
 
As is typical with any sharp weapon, spear attacks cause bleeding, but most [[armor]] have higher Sharp armor values than their Blunt armor values. The [[mace]] requires less research and resources to create, and can outperform the spear against high armor, from [[flak vest]]-level equipment onwards. Higher ranking [[Factions#Tribes|tribals]] often use spears for melee fighters.
  
----
 
 
===Compared to longswords===
 
===Compared to longswords===
 
<!-- Cut v Stab sources: https://steamcommunity.com/app/294100/discussions/0/3042732243097084212 & https://steamcommunity.com/app/294100/discussions/0/3111394035968026504 . You can test the x1.4 damage multi by going into devmode and hitting things with a plasteel knife. -->
 
<!-- Cut v Stab sources: https://steamcommunity.com/app/294100/discussions/0/3042732243097084212 & https://steamcommunity.com/app/294100/discussions/0/3111394035968026504 . You can test the x1.4 damage multi by going into devmode and hitting things with a plasteel knife. -->
For the "Best" category attacks (75% to be selected), the spear has the exact same base {{DPS}} as the longsword. After considering the "Mid" attacks, the spear isn't far behind. The spear has a noticeably greater {{AP}} on the main attack, too.  Additionally, the spear is cheaper, costing 25 materials less. This makes the spear numerically superior, but this is before considering the ''type'' of damage.
+
Spears have very slightly less {{DPS}, ({{%| 7.88 / 7.96}} as much after considering [[Weapons#Melee formulas|melee verb selection mechanic. They also have noticeably more {{AP}} and cost 25 materials less. This makes the spear numerically superior, but that is not the full story.
  
Longswords can ''Cut'' or ''Stab'' for its best attack, with an equal chance for both. Spears can only ''Stab''. Cut damage can cleave, meaning it is spread throughout multiple body parts. However, when an attack cleaves, it deals a total of x1.4 damage (spread equally throughout body parts). If a Cut attack actually reduces a part's HP to 0, it is more likely to destroy it.  
+
Longswords can either ''Cut'' or ''Stab'', while spears can only ''Stab''. Cut damage has a chance to ''cleave'' through body parts. This increases damage per hit by 140%, but spreads damage between body parts. The spear can only stab, meaning damage is weaker, but always concentrated on one body part. If a cut happens to reduce a body part to 0 HP, it is more likely to finish it off. But it will be less likely to destroy arms, legs, etc. due to the spread. In addition, stab damage is innately more likely to hit internal organs.
  
As the stab attack is always concentrated on a single part, it is more likely to destroy or severely injure large limbs.  Stabs are also better at attacking internal organs; stabs are more likely to hurt the organs, and cut damage receives a penalty when attacking them.
+
Overall, which option is better depends on weapon [[quality]] and expected targets:
 +
* At normal to excellent qualities, longswords are often better (at least more consistent) for fighting against unarmored or lightly armored humans, as well as light mechs like [[scyther]]s and [[lancer]]s. This is due to the increased damage from cleaving. Spears would be better for fighting against armored enemies, due to the higher {{AP}}.
  
Overall, which option is better depends on weapon quality and expected targets:
+
* However, a masterwork [[plasteel]] spear / sword is able to one-shot a human's torso, the largest and most likely part to be hit. The spear will more consistently one-shot human enemies, as the damage won't be spread out. With this advantage, the spear becomes ''practically'' better against any sort of humanoid enemy. Spears still have more {{AP}}, so are better against armored enemies.
* At normal to excellent qualities, longswords would generally be better (at least more consistent) for fighting against unarmored humanoid pawns, due to the increased [[pain]] from the cleaving damage. Spears would be better for fighting against armored enemies, due to the higher {{AP}}.
 
 
 
* However, a masterwork [[plasteel]] spear / sword will be able to one-shot a human's torso, the most likely body part to be hit. The spear will more consistently one-shot human enemies, as the damage won't be spread out. With this advantage, the spear becomes ''practically'' better against any sort of humanoid enemy, while retaining its bonus against armored enemies.
 
  
 
====With strong melee gene====
 
====With strong melee gene====
With the [[Genes#Strong melee damage|strong melee ''damage'']] gene,{{BiotechIcon}} the comparisons change drastically. High quality longswords can now one-shot the torso, which was a major advantage of the spear. The spear's {{AP}} becomes less of a factor, as the gene boosts the AP of both weapons to where high quality longswords will outright ignore many types of armor.
+
With the [[Genes#Strong melee damage|strong melee ''damage'']] gene,{{BiotechIcon}} the comparisons change drastically.  
  
Swords gain another big advantage when combined with the damage gene - their Cut attacks. High quality longswords (excellent plasteel or better) now deal enough damage, that a single ''cleave'' attack is able to down through [[pain shock]], even if it doesn't destroy any body parts. The spear, being restricted to ''Stab'' attacks, can only ever damage 1 part at a time. If a spear stabs an arm, then it can only damage the arm, resulting in a large waste of damage. If the sword procs the ''cleave'' attack, then it is likely to down a human, with much more tolerance on where it lands.
+
# When an excellent plasteel longsword (or better) does a ''cleave'' attack, its damage so high that it causes [[pain shock]] in a single swing.
 +
# Meanwhile, the spear can only ever hit a single body part. If a 62 damage spear hits a 25 damage arm, the arm is destroyed and 37 damage (over {{%|1-(25/62) round 2}} of the attack) is wasted. If a sword cleaves, much less damage is wasted.
 +
# Strong melee damage also boosts the {{AP}} of a weapon. Masterwork plasteel swords have enough AP to ignore the armor of a [[centipede]] and any other mechanoid, [[Biotech DLC|DLC]] or not.
  
Therefore, with the strong damage gene, high quality plasteel longswords will end up outclassing the equivalent spear. They share the same one-shot kill chance, but the sword has a greater chance to down humans due to the cleave attack. Masterwork plasteel swords have so much {{AP}}, that no non-human enemy has enough armor to resist it. Against enemies much larger than humans, the spear/sword can not longer one-shot; the sword ends up having more DPS due to the cleave bonus. The sword remains better even against mechanoids, who do not feel pain, due to the damage increase.
+
This results in high quality swords ''with the damage gene'' being virtually better against all targets, short of [[tough]] pawns. Against humanoids, a sword can either (1-shot torso/head or cleave to pain shock), while a spear can ''only'' (1-shot torso/head). Against mechanoids, the cleave damage results in the sword coming out ahead regardless.
 
<!-- Gene + Sword > Gene + Spear should be clear for humans. https://www.youtube.com/watch?v=HXpLrQR7jI4 , 9:50 in particular is empirical proof that sword > spear for big mechs w/o pain shock -->
 
<!-- Gene + Sword > Gene + Spear should be clear for humans. https://www.youtube.com/watch?v=HXpLrQR7jI4 , 9:50 in particular is empirical proof that sword > spear for big mechs w/o pain shock -->
  

Revision as of 14:57, 3 February 2023

Spear

Spear

A polearm tipped with a sharp point for stabbing opponents.

Base Stats

Type
EquipmentWeapons
Tech Level
Neolithic
Weapon Class
Neolithic
Mass
2 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Shaft
13 dmg (Blunt)
20% AP
2.6 seconds cooldown
Melee Attack 2 
Shaft
13 dmg (Poke)
20% AP
2.6 seconds cooldown
Melee Attack 3 
Point
23 dmg (Stab)
50% AP
2.6 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Long blades
Skill Required
Crafting 4
Work To Make
12,000 ticks (3.33 mins)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 75
Technical


The spear is a melee weapon that does a large amount of damage, has a fairly long cooldown, and deals sharp damage.

Acquisition

Spears can be crafted at any smithy once the Long Blades research has been completed, from Stuff 75 Stuff (Metallic/Woody, 750 for SVMs) and 12,000 ticks (3.33 mins) of work.

Spears can be purchased from any combat supplier or war merchant, or obtained from several kinds of melee raiders.

Analysis

The spear is a sharp weapon with a very similar damage output to the longsword, despite the in-game tooltips stating otherwise. This is because the game does not account for the melee verb selection mechanic introduced in 1.1. Spears and/or longswords are the best sharp melee weapons that colonists can craft.

As is typical with any sharp weapon, spear attacks cause bleeding, but most armor have higher Sharp armor values than their Blunt armor values. The mace requires less research and resources to create, and can outperform the spear against high armor, from flak vest-level equipment onwards. Higher ranking tribals often use spears for melee fighters.

Compared to longswords

Spears have very slightly less {{DPS}, (98.994974874372% as much after considering [[Weapons#Melee formulas|melee verb selection mechanic. They also have noticeably more AP and cost 25 materials less. This makes the spear numerically superior, but that is not the full story.

Longswords can either Cut or Stab, while spears can only Stab. Cut damage has a chance to cleave through body parts. This increases damage per hit by 140%, but spreads damage between body parts. The spear can only stab, meaning damage is weaker, but always concentrated on one body part. If a cut happens to reduce a body part to 0 HP, it is more likely to finish it off. But it will be less likely to destroy arms, legs, etc. due to the spread. In addition, stab damage is innately more likely to hit internal organs.

Overall, which option is better depends on weapon quality and expected targets:

  • At normal to excellent qualities, longswords are often better (at least more consistent) for fighting against unarmored or lightly armored humans, as well as light mechs like scythers and lancers. This is due to the increased damage from cleaving. Spears would be better for fighting against armored enemies, due to the higher AP.
  • However, a masterwork plasteel spear / sword is able to one-shot a human's torso, the largest and most likely part to be hit. The spear will more consistently one-shot human enemies, as the damage won't be spread out. With this advantage, the spear becomes practically better against any sort of humanoid enemy. Spears still have more AP, so are better against armored enemies.

With strong melee gene

With the strong melee damage gene,Content added by the Biotech DLC the comparisons change drastically.

  1. When an excellent plasteel longsword (or better) does a cleave attack, its damage so high that it causes pain shock in a single swing.
  2. Meanwhile, the spear can only ever hit a single body part. If a 62 damage spear hits a 25 damage arm, the arm is destroyed and 37 damage (over 60% of the attack) is wasted. If a sword cleaves, much less damage is wasted.
  3. Strong melee damage also boosts the AP of a weapon. Masterwork plasteel swords have enough AP to ignore the armor of a centipede and any other mechanoid, DLC or not.

This results in high quality swords with the damage gene being virtually better against all targets, short of tough pawns. Against humanoids, a sword can either (1-shot torso/head or cleave to pain shock), while a spear can only (1-shot torso/head). Against mechanoids, the cleave damage results in the sword coming out ahead regardless.

The masterwork steel longsword given at the start of the The Sanguophage scenario reaches both relevant thresholds. With your sanguophage, it can one-shot through a torso stab and one-shot through cleaving pain. This longsword is actually stronger per-hit than an excellent plasteel longsword, and likely better than any weapon you'll be seeing for a while.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.png
QualityRitual Quality Check Off.png
  • Spear Spear HP Value
    Quality
    Material DPS[1] AP[1]
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 9.75 53.25% 200 164 Silver
    Normal Gold Gold 6.17 32.13% 60 7540 Silver
    Normal Plasteel Plasteel 10.53 45.75% 280 770 Silver
    Normal Silver Silver 6.86 35.88% 70 795 Silver
    Normal Steel Steel 7.88 41.5% 100 186 Silver
    Normal Uranium Uranium 8.15 46.5% 250 530 Silver
    Normal Wood Wood 4.36 17.17% 65 120 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