Difference between revisions of "Power claw"

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| name = Power claw
 
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| image = Health item prosthetic.png|Power claw
 
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=== Other effects ===
 
=== Other effects ===
Each power claw inflicts a {{--|8%}} [[Moving]] penalty. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a improvement in [[melee dodge chance]] equivalent to an losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.08}}}} levels of [[Melee]] skill per hand replaced.   
+
Each power claw inflicts a {{--|8%}} [[Moving]] penalty. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a improvement in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.08}}}} levels of [[Melee]] skill per hand replaced.   
  
 
=== Combat ===
 
=== Combat ===
Line 78: Line 78:
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=General analysis, current analysis waffles on. Also melee dodge chance reduction is equivalent to losing ~1.5 levels of melee skill}}
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In terms of {{DPS}}, the power claw is the strongest prosthetic in the game, and the only melee prosthetic available without the [[Royalty DLC]]. A power claw, on its own, is competitive with a normal quality [[plasteel]] longsword with a Moving penalty. One of the key advantages of prosthetics is that they can be "wielded" with a ranged weapon, allowing a gunner to also be effective in melee.
The power claw has the highest damage, AP, and DPS of all [[artificial body parts]], and is as a moderately powerful melee weapon in its own right - attacking 25% faster than a [[Quality|normal]] [[steel]] [[longsword]], but with
 
otherwise equivalent stats, and producing a DPS competitive with a normal [[plasteel]] longsword. Additionally, like all body part weapons, a pawn can be equipped with both a power claw and a ranged weapon. However, there are a variety of ramifications from its use that limit its utility, depending on what it is compared to.  
 
  
Note, that no matter what role the power claw is placed into, there is little reason to install more than one.
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Power claws can be obtained very early in the game, even before [[Research#Smithing|Smithing]], through [[trade]] or [[quest]]s. Early on, a claw is a powerful melee weapon in its own right, both strong and cheap. But as power claws are not impacted by quality, they will fall behind [[plasteel]] [[longsword]]s as a dedicated melee weapon. In addition, regular melee weapons will not decrease [[Moving]] or [[Melee Dodge Chance]]. Regular weapons also do not impede a [[bionic arm]] or [[archotech arm]], both which ''increases'' [[Melee Hit Chance]] instead. Finally, note that power claws require [[surgery]], which is risky without a good doctor and a clean hospital.
  
===Melee weapons===
+
Because of the [[melee verb selection]] mechanic, pawns will use their "Best" attack 75% of the time, and "Mid" attacks the rest of the time. This means that installing 2 power claws on a pawn is pointless, if the claw would be their strongest attack. If a pawn is holding a stronger melee weapon, the power claw offers marginal benefit, as the claw would replace fist and/or handle attacks. This still comes at the cost of Moving and Melee Dodge Chance.
Compared to actual melee weapon, a power claw acquired through trade or quest reward shines in the early game before [[Research#Smithing|Smithing]] and/or [[Research#Long blade|Long blades]] have been researched, or before high quality crafters and materials like [[uranium]] and plasteel become common. However, this lifespan is limited by the claw's lack of [[Quality]] multipliers. Crafted melee weapons of the right material quickly begin to outshine the power claw's attack in the midgame. More importantly, unlike the claw, those weapons can be used with [[bionic arm|bionic]] and [[archotech arm]]s which increase [[Manipulation]] and [[Melee Hit Chance]] and don't decrease [[Moving]] and [[Melee Dodge Chance]]. Thus, a melee pawn armed with only an equivalent melee weapon can still be superior to one armed with a power claw.  
 
  
===Body part weapons===
+
Power claws replace the entire hand, which be used to replace a missing hand. Compared to the [[wooden hand]], the power claw gives {{+|10%}} [[Manipulation]] for {{--|8%}} [[Moving]]. If you later install a [[bionic arm]] (or other hand/full arm replacement), then the power claw will be retrieved, so long as the surgery succeeds. As an artificial body part, it pleases [[body modder]]s and [[Memes#Transhumanist|Transhumanist]] ideoligions{{IdeologyIcon}}.
{{Stub|section=1|reason= Comparison to the combat and non-combat uses of the bionic and archotech arms}}
 
Compared to other body part weapons, there are different considerations. All such weapons fall into the same issue of being replaced by high quality, good material melee weapons. Instead, they typically act as sidearms for ranged fighters so that they don't have to rely on their using their ranged weapon's mediocre melee attacks should they or the enemy close. In this role, the power claw is a serious contender as the most powerful of any such weapon. Only the [[hand talon]]{{RoyaltyIcon}} provides comparable DPS, but does so with less than half the AP. The power claw remains incompatible with other hand and arm bionics however, and depending on the non-combat role of the pawn, other options  may offer a way to increase both the melee potential and work output of pawns that the power claw does not. For example, the [[knee spike]]{{RoyaltyIcon}} is compatible with all hand and arm, but not leg, bionics, and the [[elbow blade]]{{RoyaltyIcon}} which is compatible with hand and leg, but not arm, bionics. And in return, they lose approximately 20% of their DPS compared to the power claw. For example, a ranged-fighting planter will perform significantly better with two [[field hand]]s and [[bionic leg]]s and is fully compatible with the elbow blade, but not the power claw. The loss of DPS in the rare instances that they close is likely acceptable.  
 
  
The moving penalty offered by the power claw also negatively affects some comparisons as well. While likely not relevant on a researcher who sits all day, planter or hauler who spends a significant proportion of their time walking to their tasks will be have their work rate significantly reduced.
+
===Compared to other prosthetics===
 +
The main differences between prosthetics are: {{DPS}}, {{AP}}, and which part it attaches to. In addition, the power claw is the only prosthetic weapon that reduces [[Moving]], which has an impact on melee combat.
 +
 
 +
* [[Hand talon]]s{{RoyaltyIcon}} provide very similar DPS, but at {{--|17%}} AP. However, they do not slow down the user at all. They are attached on the hand and require an organic hand to do so.
 +
* [[Elbow blade]]s{{RoyaltyIcon}} attach to the organic arm, and [[Knee spike]]s{{RoyaltyIcon}} attach to the organic leg. They are weaker than the hand talon but offer slightly more {{AP}}
 +
* [[Venom talon]]s{{RoyaltyIcon}} attach to the jaws, which no other prosthetic does. They are the weakest of the prosthetic weapons, but do not impede the arm or leg. They also cause [[toxic buildup]].
 +
The power claw offers {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.08}}}} Melee Hit Chance, other prosthetic weapons may be worth considering. For a ranged fighter, raw DPS may not be a primary concern, as ranged pawns rarely need to melee and the Moving penalty impedes [[kiting]]. A hand talon can be ''sufficient'' to distract and defeat a melee pawn, in which case the power claw comes at a penalty.
 +
 
 +
[[Bionic arm]]s and [[archotech arm]]s offer a "fist" attack, which are much weaker to the power claw. However, each bionic arm increases [[Melee Hit Chance]] by {{+|{{#expr: {{Q|Melee Hit Chance|Manipulation Importance}}*0.08}}}} Melee levels, and an archotech arm offers double the benefit.
  
 
===Slaves===
 
===Slaves===
 
{{Ideology|No category}}
 
{{Ideology|No category}}
 
Slaves represent a unique use case for body part weapons. As melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicate melee weapons is also less relevant.
 
Slaves represent a unique use case for body part weapons. As melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicate melee weapons is also less relevant.
 
===Prosthesis===
 
Finally there is the use as a prosthesis. Despite primarily being a weapon, the power claw does fully replace the functionality of a damaged or missing hand. If a power claw is available, but a bionic or archotech arm is not, or are otherwise contraindicated, such as on a pawn that will eventually host a currently unavailable [[field hand]]{{RoyaltyIcon}}, they are a useful and low cost way to regain full capability. The penalty to [[moving]] must be considered however.
 
  
 
== Version history ==
 
== Version history ==

Revision as of 08:25, 11 March 2023

Power claw

Power claw

A combat-oriented hand replacement consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Weapon Class
Spacer
Market Value
385 Silver
Mass
4 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Claw
22 dmg (Scratch)
33% AP
2 seconds cooldown

Creation

Crafted At
Machining table
Required Research
Specialized limbsTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 40 + Component 8
Technical
thingSetMakerTags
RewardStandardMidFreq
techHediffsTags
Advanced, AdvancedWeapon
tradeTags
TechHediff


Power claws are artificial hand replacements that also function as moderately powerful melee weapons at the expense of slowing a pawn's moving.

Acquisition

In the core game, the power claws cannot be crafted. Instead they can only be obtained via trade, given as a quest reward, found in quest item stashes. or found in ancient shrines.

With the Royalty DLC, power claws can be crafted at a Machining table once the Specialized limbs research project has been completed. Note that this research requires a techprint. They require Steel 40 Steel, Component 8 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.

Summary

Body part

Power claws replace the user's organic hand, including the fingers. They are universal and can be installed on either the left or right. The power claw has a part efficiency of 100%. This fully replaces the functionality of a normal hand but provides no enhancement - when coupled with the hand body part having a Manipulation importance of 50%, it results in an increase in manipulation of up to 50% when replacing a missing or totally inoperable hand. Manipulation, in turn, affects a great many stats. For a full list of affected stats, see Manipulation

Other effects

Each power claw inflicts a −8% Moving penalty. Moving, in turn, affects the following stats: Hunting Stealth, Melee Dodge Chance, Move Speed. This results in a directly proportional change to a pawn's move speed, and a improvement in melee dodge chance equivalent to losing −1.44 levels of Melee skill per hand replaced.

Combat

A power claw replaces the natural "Fist" attack of the replaced hand with a significantly more powerful Scratch attack. When social fighting, colonists will not use the power claw to attack their opponent.

  • Name Damage DPS AP Damage Type
    Heart Human Fist 8.2 4.1 12% Blunt
    Power claw Power claw 22 33% Scratch
  • Installation

    A power claw can only be installed on a natural arm. It cannot be installed on artificial body parts that replace the entire arm, such as the bionic arm, and will cause the removal of any parts installed into the hand, such as the hand talon Content added by the Royalty DLC. It also will replace or be replaced by any other part that replaces the hand, such as the field hand Content added by the Royalty DLC. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed for later reuse.

    Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of ??[What Quality?] quality or better, and a Medical skill of 4.

    Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of ??[What Quality?] quality or better, and a Medical skill of ?.

    If the operation fails, the part has a chance[What Chance?] to be destroyed.

    Analysis

    In terms of DPS, the power claw is the strongest prosthetic in the game, and the only melee prosthetic available without the Royalty DLC. A power claw, on its own, is competitive with a normal quality plasteel longsword with a Moving penalty. One of the key advantages of prosthetics is that they can be "wielded" with a ranged weapon, allowing a gunner to also be effective in melee.

    Power claws can be obtained very early in the game, even before Smithing, through trade or quests. Early on, a claw is a powerful melee weapon in its own right, both strong and cheap. But as power claws are not impacted by quality, they will fall behind plasteel longswords as a dedicated melee weapon. In addition, regular melee weapons will not decrease Moving or Melee Dodge Chance. Regular weapons also do not impede a bionic arm or archotech arm, both which increases Melee Hit Chance instead. Finally, note that power claws require surgery, which is risky without a good doctor and a clean hospital.

    Because of the melee verb selection mechanic, pawns will use their "Best" attack 75% of the time, and "Mid" attacks the rest of the time. This means that installing 2 power claws on a pawn is pointless, if the claw would be their strongest attack. If a pawn is holding a stronger melee weapon, the power claw offers marginal benefit, as the claw would replace fist and/or handle attacks. This still comes at the cost of Moving and Melee Dodge Chance.

    Power claws replace the entire hand, which be used to replace a missing hand. Compared to the wooden hand, the power claw gives +10% Manipulation for −8% Moving. If you later install a bionic arm (or other hand/full arm replacement), then the power claw will be retrieved, so long as the surgery succeeds. As an artificial body part, it pleases body modders and Transhumanist ideoligionsContent added by the Ideology DLC.

    Compared to other prosthetics

    The main differences between prosthetics are: DPS, AP, and which part it attaches to. In addition, the power claw is the only prosthetic weapon that reduces Moving, which has an impact on melee combat.

    • Hand talonsContent added by the Royalty DLC provide very similar DPS, but at −17% AP. However, they do not slow down the user at all. They are attached on the hand and require an organic hand to do so.
    • Elbow bladesContent added by the Royalty DLC attach to the organic arm, and Knee spikesContent added by the Royalty DLC attach to the organic leg. They are weaker than the hand talon but offer slightly more AP
    • Venom talonsContent added by the Royalty DLC attach to the jaws, which no other prosthetic does. They are the weakest of the prosthetic weapons, but do not impede the arm or leg. They also cause toxic buildup.

    The power claw offers −1.44 Melee Hit Chance, other prosthetic weapons may be worth considering. For a ranged fighter, raw DPS may not be a primary concern, as ranged pawns rarely need to melee and the Moving penalty impedes kiting. A hand talon can be sufficient to distract and defeat a melee pawn, in which case the power claw comes at a penalty.

    Bionic arms and archotech arms offer a "fist" attack, which are much weaker to the power claw. However, each bionic arm increases Melee Hit Chance by +0.96 Melee levels, and an archotech arm offers double the benefit.

    Slaves

    Slaves represent a unique use case for body part weapons. As melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicate melee weapons is also less relevant.

    Version history

    • 0.7.581 - Added
    • B19 - Body part efficiency increased from 92% -> 100%.
    • Royalty DLC Release - Crafting Recipe added.
    • 1.1.2587 - DPS was buffed but it also slowed movement.