Difference between revisions of "Longsword"

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===Comparison to maces===
 
===Comparison to maces===
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost {{icon small|stuff}} 50, half as much as the sword. They require only [[Research#Smithing|Smithing]] research, rather than Long Blades. In addition, blunt weapons are best with [[uranium]], while sharp weapons are best with [[plasteel]].  
+
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost {{icon small|stuff}} 50, half as much as the sword. They require only [[Research#Smithing|Smithing]] research, rather than Long Blades. In addition, blunt weapons are best with [[uranium]], while sharp weapons are best with [[plasteel]]. Uranium is a cheaper, and generally less useful, material throughout the game.
  
 
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]]. However, most enemies with armor will have ''much'' more Sharp armor than Blunt armor. For example, a [[flak vest]] has 100% Sharp armor, but only 40% Blunt armor. While the mace has less {{AP}}, most enemies have little blunt armor, resulting in an "armor-piercing" effect.
 
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]]. However, most enemies with armor will have ''much'' more Sharp armor than Blunt armor. For example, a [[flak vest]] has 100% Sharp armor, but only 40% Blunt armor. While the mace has less {{AP}}, most enemies have little blunt armor, resulting in an "armor-piercing" effect.

Revision as of 16:56, 4 March 2023

Longsword

Longsword

The ancient weapon of kings, the longsword can be used for slashing or stabbing.

Base Stats

Type
EquipmentWeapons
Tech Level
Medieval
Weapon Class
Medieval
Mass
2 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Poke)
13% AP
2 seconds cooldown
Melee Attack 2 
Point
23 dmg (Stab)
34% AP
2.6 seconds cooldown
Melee Attack 3 
Blade
23 dmg (Cut)
34% AP
2.6 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Long blades
Skill Required
Crafting 5
Work To Make
18,000 ticks (5 mins)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 100
Technical
weaponTags
MedievalMeleeAdvanced
thingSetMakerTags
RewardStandardQualitySuper


The longsword is a melee weapon in RimWorld that does a large amount of damage, has a long cooldown, and deals sharp damage.

Acquisition

Longswords can be crafted at any smithy, once the Long Blades research has been completed, from Stuff 100 Stuff (Metallic/Woody, 1000 for SMVs), and 18,000 ticks (5 mins) of work.

Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate raiders.

Analysis

The longsword has the highest base DPS out of any melee weapon in Core RimWorld. In the Royalty DLCContent added by the Royalty DLC, they are surpassed by the monosword and other ultratech weapons, though those can't be crafted by your colony.

Comparison to maces

The longsword is naturally compared to the mace - the mace is the strongest craftable Blunt weapon in Core RimWorld, while the longsword is the strongest Sharp weapon. Maces cost Stuff 50, half as much as the sword. They require only Smithing research, rather than Long Blades. In addition, blunt weapons are best with uranium, while sharp weapons are best with plasteel. Uranium is a cheaper, and generally less useful, material throughout the game.

In terms of raw damage, the longsword has +14% more base DPS than the mace. However, most enemies with armor will have much more Sharp armor than Blunt armor. For example, a flak vest has 100% Sharp armor, but only 40% Blunt armor. While the mace has less AP, most enemies have little blunt armor, resulting in an "armor-piercing" effect.

Breakpoints for when each weapon is better vary by quality and material.

  • In general, a plasteel longsword beats the same quality uranium mace against unarmored humans and lightly armored humans, such as flak jackets without the corresponding vest. The sword is also better against light mechs like scythers and lancers.
  • The uranium mace would do better against flak vests and all sorts of power armor, as well as larger mechs like centipedes. Similar comparisons can be made between steel longswords vs steel maces.

Damage and AP are easily the most important factors for performance, especially at lower qualities. Regardless, this comparison can get significantly more complicated, even without factoring material cost. These details are documented below.


Sharp vs Blunt

There are a large amount of mechanics surrounding the damage types of the longsword and mace. For their "Best" attack, maces deal Blunt damage. Longswords deal either Stab or Cut damage. Best attacks are the most likely to hit (75%); for sake of simplicity, "Mid" attacks are ignored. They are listed in rough order of importance.

  • Cut damage deals bonus damage. Specifically, if a Cut damage activates a cleave, then total damage is multiplied by 140%, then split between body parts. This means that a Cut attack inflicts more pain on a pawn, causing pain shock. Pain shock is the most common way to down / kill enemies in combat. Even with painless mechanoids, dealing enough HP of damage will cause a pawn to die, even if you never destroy a vital body part.
The chance to cleave is undocumented. Though because the sword already is better in terms of raw DPS, the cleave only makes it better.
  • Blunt weapons have superior overkill damage mechanics. If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process.
Meanwhile, Cut damage has a chance to cleave an opponent. When this happens, damage is spread equally between multiple body parts. If cut damage happens to get a part to 0 HP, then it is much more likely to destroy it. The mace remains superior - it is more likely to cripple/destroy larger body parts whilst not wasting damage.
Overkill is unlikely to matter for weapons below masterwork quality. Plasteel / uranium weapons at excellent quality will barely be able to destroy larger body parts, like the arms, in 1 hit, meaning overkill damage is almost nonexistent. Lower qualities won't be able to destroy large parts in 1 hit. With lower qualities, overkill is only relevant if a body part is hit twice in a row. This is much less important than DPS and the pain it inflicts.
  • 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 also stun if they hit the brain. But a uranium mace of at least Poor quality will always one-shot a human brain (unless it is fully negated by armor, in which case it wouldn't stun).
  • Sharp weapons cause bleeding. However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save prisoners and causes infections.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Longsword Longsword Handle (Poke) Point (Stab) Blade (Cut) Human: Left & right fist (Blunt) HP Value
    Quality
    Material DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful Bioferrite Bioferrite Content added by the Anomaly DLC 8.1 29.3% 6.48 2s 9.36% 3.24 8.33% 23.92 2.6s 35.36% 9.2 37.5% 23.92 2.6s 35.36% 9.2 37.5% 8.2 2s 12% 4.1 8.33% 200 119 Silver
    Awful Gold Gold 5.03 18.17% 7.2 2s 10.4% 3.6 8.33% 13.8 2.6s 20.4% 5.31 37.5% 13.8 2.6s 20.4% 5.31 37.5% 8.2 2s 12% 4.1 8.33% 60 5030 Silver
    Awful Plasteel Plasteel 8.43 25.22% 6.48 1.6s 9.36% 4.05 8.33% 20.24 2.08s 29.92% 9.73 37.5% 20.24 2.08s 29.92% 9.73 37.5% 8.2 2s 12% 4.1 8.33% 280 520 Silver
    Awful Silver Silver 5.59 20.21% 7.2 2s 10.4% 3.6 8.33% 15.64 2.6s 23.12% 6.02 37.5% 15.64 2.6s 23.12% 6.02 37.5% 8.2 2s 12% 4.1 8.33% 70 530 Silver
    Awful Steel Steel 6.44 23.27% 7.2 2s 10.4% 3.6 8.33% 18.4 2.6s 27.2% 7.08 37.5% 18.4 2.6s 27.2% 7.08 37.5% 8.2 2s 12% 4.1 8.33% 100 127 Silver
    Awful Uranium Uranium 6.55 25.74% 10.8 2.2s 15.6% 4.91 8.33% 20.24 2.86s 29.92% 7.08 37.5% 20.24 2.86s 29.92% 7.08 37.5% 8.2 2s 12% 4.1 8.33% 250 360 Silver
    Awful Wood Wood 3.77 11.59% 6.48 2s 9.36% 3.24 8.33% 7.36 2.6s 10.88% 2.83 8.33% 7.36 2.6s 10.88% 2.83 8.33% 8.2 2s 12% 4.1 37.5% 65 83 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 9.04 32.71% 7.29 2s 10.53% 3.65 8.33% 26.91 2.6s 39.78% 10.35 37.5% 26.91 2.6s 39.78% 10.35 37.5% 8.2 2s 12% 4.1 8.33% 200 178 Silver
    Poor Gold Gold 5.59 20.19% 8.1 2s 11.7% 4.05 8.33% 15.53 2.6s 22.95% 5.97 37.5% 15.53 2.6s 22.95% 5.97 37.5% 8.2 2s 12% 4.1 8.33% 60 7545 Silver
    Poor Plasteel Plasteel 9.4 28.12% 7.29 1.6s 10.53% 4.56 8.33% 22.77 2.08s 33.66% 10.95 37.5% 22.77 2.08s 33.66% 10.95 37.5% 8.2 2s 12% 4.1 8.33% 280 780 Silver
    Poor Silver Silver 6.22 22.48% 8.1 2s 11.7% 4.05 8.33% 17.6 2.6s 26.01% 6.77 37.5% 17.6 2.6s 26.01% 6.77 37.5% 8.2 2s 12% 4.1 8.33% 70 800 Silver
    Poor Steel Steel 7.17 25.93% 8.1 2s 11.7% 4.05 8.33% 20.7 2.6s 30.6% 7.96 37.5% 20.7 2.6s 30.6% 7.96 37.5% 8.2 2s 12% 4.1 8.33% 100 191 Silver
    Poor Uranium Uranium 7.31 28.71% 12.15 2.2s 17.55% 5.52 8.33% 22.77 2.86s 33.66% 7.96 37.5% 22.77 2.86s 33.66% 7.96 37.5% 8.2 2s 12% 4.1 8.33% 250 540 Silver
    Poor Wood Wood 3.88 11.92% 7.29 2s 10.53% 3.65 8.33% 8.28 2.6s 12.24% 3.18 8.33% 8.28 2.6s 12.24% 3.18 8.33% 8.2 2s 12% 4.1 37.5% 65 124 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 9.99 36.13% 8.1 2s 11.7% 4.05 8.33% 29.9 2.6s 44.2% 11.5 37.5% 29.9 2.6s 44.2% 11.5 37.5% 8.2 2s 12% 4.1 8.33% 200 235 Silver
    Normal Gold Gold 6.14 22.21% 9 2s 13% 4.5 8.33% 17.25 2.6s 25.5% 6.63 37.5% 17.25 2.6s 25.5% 6.63 37.5% 8.2 2s 12% 4.1 8.33% 60 10060 Silver
    Normal Plasteel Plasteel 10.37 31.03% 8.1 1.6s 11.7% 5.06 8.33% 25.3 2.08s 37.4% 12.16 37.5% 25.3 2.08s 37.4% 12.16 37.5% 8.2 2s 12% 4.1 8.33% 280 1045 Silver
    Normal Silver Silver 6.85 24.76% 9 2s 13% 4.5 8.33% 19.55 2.6s 28.9% 7.52 37.5% 19.55 2.6s 28.9% 7.52 37.5% 8.2 2s 12% 4.1 8.33% 70 1065 Silver
    Normal Steel Steel 7.9 28.58% 9 2s 13% 4.5 8.33% 23 2.6s 34% 8.85 37.5% 23 2.6s 34% 8.85 37.5% 8.2 2s 12% 4.1 8.33% 100 255 Silver
    Normal Uranium Uranium 8.07 31.68% 13.5 2.2s 19.5% 6.14 8.33% 25.3 2.86s 37.4% 8.85 37.5% 25.3 2.86s 37.4% 8.85 37.5% 8.2 2s 12% 4.1 8.33% 250 725 Silver
    Normal Wood Wood 3.92 12.33% 8.1 2s 11.7% 4.05 25% 9.2 2.6s 13.6% 3.54 12.5% 9.2 2.6s 13.6% 3.54 12.5% 8.2 2s 12% 4.1 25% 65 165 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 10.98 39.68% 8.91 2s 12.87% 4.46 25% 32.89 2.6s 48.62% 12.65 37.5% 32.89 2.6s 48.62% 12.65 37.5% 8.2 2s 12% 4.1 0% 200 295 Silver
    Good Gold Gold 6.7 24.23% 9.9 2s 14.3% 4.95 8.33% 18.98 2.6s 28.05% 7.3 37.5% 18.98 2.6s 28.05% 7.3 37.5% 8.2 2s 12% 4.1 8.33% 60 10560 Silver
    Good Plasteel Plasteel 11.79 34.07% 8.91 1.6s 12.87% 5.57 25% 27.83 2.08s 41.14% 13.38 37.5% 27.83 2.08s 41.14% 13.38 37.5% 8.2 2s 12% 4.1 0% 280 1305 Silver
    Good Silver Silver 7.48 27.03% 9.9 2s 14.3% 4.95 8.33% 21.51 2.6s 31.79% 8.27 37.5% 21.51 2.6s 31.79% 8.27 37.5% 8.2 2s 12% 4.1 8.33% 70 1330 Silver
    Good Steel Steel 8.64 31.24% 9.9 2s 14.3% 4.95 8.33% 25.3 2.6s 37.4% 9.73 37.5% 25.3 2.6s 37.4% 9.73 37.5% 8.2 2s 12% 4.1 8.33% 100 320 Silver
    Good Uranium Uranium 8.82 34.64% 14.85 2.2s 21.45% 6.75 8.33% 27.83 2.86s 41.14% 9.73 37.5% 27.83 2.86s 41.14% 9.73 37.5% 8.2 2s 12% 4.1 8.33% 250 905 Silver
    Good Wood Wood 4.32 13.02% 8.91 2s 12.87% 4.46 75% 10.12 2.6s 14.96% 3.89 6.25% 10.12 2.6s 14.96% 3.89 6.25% 8.2 2s 12% 4.1 6.25% 65 205 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 11.98 43.29% 9.72 2s 14.04% 4.86 25% 35.88 2.6s 53.04% 13.8 37.5% 35.88 2.6s 53.04% 13.8 37.5% 8.2 2s 12% 4.1 0% 200 355 Silver
    Excellent Gold Gold 7.26 26.25% 10.8 2s 15.6% 5.4 8.33% 20.7 2.6s 30.6% 7.96 37.5% 20.7 2.6s 30.6% 7.96 37.5% 8.2 2s 12% 4.1 8.33% 60 11060 Silver
    Excellent Plasteel Plasteel 12.86 37.17% 9.72 1.6s 14.04% 6.08 25% 30.36 2.08s 44.88% 14.6 37.5% 30.36 2.08s 44.88% 14.6 37.5% 8.2 2s 12% 4.1 0% 280 1565 Silver
    Excellent Silver Silver 8.11 29.31% 10.8 2s 15.6% 5.4 8.33% 23.46 2.6s 34.68% 9.02 37.5% 23.46 2.6s 34.68% 9.02 37.5% 8.2 2s 12% 4.1 8.33% 70 1595 Silver
    Excellent Steel Steel 9.37 33.9% 10.8 2s 15.6% 5.4 8.33% 27.6 2.6s 40.8% 10.62 37.5% 27.6 2.6s 40.8% 10.62 37.5% 8.2 2s 12% 4.1 8.33% 100 380 Silver
    Excellent Uranium Uranium 9.58 37.61% 16.2 2.2s 23.4% 7.36 8.33% 30.36 2.86s 44.88% 10.62 37.5% 30.36 2.86s 44.88% 10.62 37.5% 8.2 2s 12% 4.1 8.33% 250 1085 Silver
    Excellent Wood Wood 4.67 14.07% 9.72 2s 14.04% 4.86 75% 11.04 2.6s 16.32% 4.25 6.25% 11.04 2.6s 16.32% 4.25 6.25% 8.2 2s 12% 4.1 6.25% 65 250 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 14.47 52.31% 11.75 2s 16.97% 5.87 25% 43.36 2.6s 64.09% 16.68 37.5% 43.36 2.6s 64.09% 16.68 37.5% 8.2 2s 12% 4.1 0% 200 590 Silver
    Masterwork Gold Gold 8.66 31.3% 13.05 2s 18.85% 6.53 8.33% 25.01 2.6s 36.98% 9.62 37.5% 25.01 2.6s 36.98% 9.62 37.5% 8.2 2s 12% 4.1 8.33% 60 12060 Silver
    Masterwork Plasteel Plasteel 15.54 44.91% 11.75 1.6s 16.97% 7.34 25% 36.69 2.08s 54.23% 17.64 37.5% 36.69 2.08s 54.23% 17.64 37.5% 8.2 2s 12% 4.1 0% 280 2605 Silver
    Masterwork Silver Silver 9.68 35% 13.05 2s 18.85% 6.53 8.33% 28.35 2.6s 41.91% 10.9 37.5% 28.35 2.6s 41.91% 10.9 37.5% 8.2 2s 12% 4.1 8.33% 70 2660 Silver
    Masterwork Steel Steel 11.54 41.69% 13.05 2s 18.85% 6.53 25% 33.35 2.6s 49.3% 12.83 37.5% 33.35 2.6s 49.3% 12.83 37.5% 8.2 2s 12% 4.1 0% 100 635 Silver
    Masterwork Uranium Uranium 12.03 47.74% 19.58 2.2s 28.28% 8.9 25% 36.69 2.86s 54.23% 12.83 37.5% 36.69 2.86s 54.23% 12.83 37.5% 8.2 2s 12% 4.1 0% 250 1810 Silver
    Masterwork Wood Wood 5.54 16.69% 11.75 2s 16.97% 5.87 75% 13.34 2.6s 19.72% 5.13 6.25% 13.34 2.6s 19.72% 5.13 6.25% 8.2 2s 12% 4.1 6.25% 65 415 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 18.98 72.93% 13.37 2s 19.31% 6.68 0% 49.34 2.6s 72.93% 18.98 50% 49.34 2.6s 72.93% 18.98 50% 8.2 2s 12% 4.1 0% 200 1185 Silver
    Legendary Gold Gold 9.78 35.34% 14.85 2s 21.45% 7.43 8.33% 28.46 2.6s 42.08% 10.95 37.5% 28.46 2.6s 42.08% 10.95 37.5% 8.2 2s 12% 4.1 8.33% 60 13060 Silver
    Legendary Plasteel Plasteel 17.68 51.11% 13.37 1.6s 19.31% 8.35 25% 41.75 2.08s 61.71% 20.07 37.5% 41.75 2.08s 61.71% 20.07 37.5% 8.2 2s 12% 4.1 0% 280 4045 Silver
    Legendary Silver Silver 10.94 39.55% 14.85 2s 21.45% 7.43 8.33% 32.26 2.6s 47.69% 12.41 37.5% 32.26 2.6s 47.69% 12.41 37.5% 8.2 2s 12% 4.1 8.33% 70 4065 Silver
    Legendary Steel Steel 13.13 47.44% 14.85 2s 21.45% 7.43 25% 37.95 2.6s 56.1% 14.6 37.5% 37.95 2.6s 56.1% 14.6 37.5% 8.2 2s 12% 4.1 0% 100 1275 Silver
    Legendary Uranium Uranium 13.68 54.33% 22.28 2.2s 32.18% 10.13 25% 41.75 2.86s 61.71% 14.6 37.5% 41.75 2.86s 61.71% 14.6 37.5% 8.2 2s 12% 4.1 0% 250 3615 Silver
    Legendary Wood Wood 6.24 18.78% 13.37 2s 19.31% 6.68 75% 15.18 2.6s 22.44% 5.84 6.25% 15.18 2.6s 22.44% 5.84 6.25% 8.2 2s 12% 4.1 6.25% 65 825 Silver

    For the full effects of qualities, see Quality.

    1. 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