Difference between revisions of "Knee spike"

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{{Royalty}}{{infobox main|
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{{Royalty}}
|name = Knee spike
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{{Infobox main
|image = Health item prosthetic.png|Knee spike
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| name = Knee spike
|type = Medical Items
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| image = Health item prosthetic.png
|type2 = Body Parts
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| type = Medical Items
|description = A spike that extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor.
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| type2 = Body Parts
|class =  
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| tech level = Industrial
|meleeattack1dmg = 22
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| description = A spike that extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor.
|meleeattack1type = Stab
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| class =  
|meleeattack1part = Spike
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| meleeattack1dmg = 22
|meleeattack1cool = 2.6
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| meleeattack1type = Stab
|meleeattack1ap = 38
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| meleeattack1part = Spike
|MeleeWeaponAverageDPS = 8.46
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| meleeattack1cool = 2.6
|MeleeWeaponAverageAP = 38
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| meleeattack1ap = 38
|mode = Melee
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| body part = Leg
|resources to make = {{icon|steel|40}} + {{icon|component|7}}
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| mode = Melee
|damge type =  
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| production facility 1 = Machining table
 +
| research = Compact weaponry
 +
| skill 1 = Crafting
 +
| skill 1 level = 5
 +
| resource 1 = Steel
 +
| resource 1 amount = 40
 +
| resource 2 = Component
 +
| resource 2 amount = 7
 +
| work to make = 15000
 
| mass = 4
 
| mass = 4
|marketvalue = 355
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| marketvalue = 355
 
| max hit points base = 50
 
| max hit points base = 50
|damage type = Sharp
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| damage type = Sharp
|work to make = 15000
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| tradeTags = ImplantEmpireCommon
 +
| techHediffsTags = AdvancedWeapon
 +
| thingSetMakerTags = RewardStandardLowFreq
 
}}
 
}}
The '''Knee Spike''' is an implant that gives an attack with 38% AP and 8.46 DPS. Like all Implant Weapons, it can only be installed on a natural limb, not a prosthetic or bionic limb.
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The '''knee spike''' is an [[artificial body part]] and [[body part weapon]] added by the [[Royalty DLC]].
  
== Acquisition ==  
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== Acquisition ==
The Knee Spike can be crafted at the [[Machining table]] once [[Research#Compact Weaponry|Compact Weaponry]], which requires a [[Techprint]], is researched. It requires {{icon|steel|40}} steel, {{icon|component|7}} components, 15,000 units of work, and a [[Skills#Crafting|crafting]] skill of at least 5.
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{{Acquisition}}
  
 
It can also be found on [[Raiders]], bought at traders and acquired through [[Quests]]
 
It can also be found on [[Raiders]], bought at traders and acquired through [[Quests]]
 +
 +
== Summary ==
 +
{{Stub|section=1|reason= Bring Summary up to standard}}
 +
 +
=== Installation ===
 +
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5. Like all implants, it can only be installed on a natural limb, not a prosthetic or bionic limb.
 +
 +
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.
 +
 +
If the operation fails, the part will be destroyed.
  
 
== Analysis ==  
 
== Analysis ==  
The Knee Spike is slightly superior to a [[steel]] [[longsword]] of normal [[quality]], with 0.98x the DPS made up for by 1.15x the AP. This means it is a relatively powerful weapon early on, however as knee spikes are not affected by quality or material bonuses, their relevance for melee pawns diminishes in the mid game. They will still generally increase DPS by replacing or supplementing the weaker Handle attacks that occur 25% of the time, but the gain is small and the trade-off in bionics discussed below may not be worth it.  
+
The Knee Spike is approximately equivalent to a [[steel]] [[longsword]] of normal [[quality]], with slightly lower {{DPS}} made up for by slightly higher {{AP}}. This means it is a relatively powerful weapon early on, however as knee spikes are not affected by quality or material bonuses, their relevance for melee pawns diminishes in the mid game. They may still generally increase DPS by replacing or supplementing the weaker Handle attacks that occur 25% of the time, but the gain is small and the trade-off in bionics discussed below may not be worth it. Note that by adding additonal attack 'verbs' (as colonists normally cannot attack with their legs) you may make attacks with the more powerful melee options less likely.
  
As ranged weapons typically fair poorly when used in melee combat and knee spikes can installed on pawns without preventing them from carrying ranged weapons, they can be useful to give a ranged pawn a decent melee option. This both expands their versatility in combat and mitigates a key weakness to melee enemies. However, the knee spike cannot be installed on [[bionic leg|bionic]] or [[archotech leg]]s. The movement buff leg replacements provide can be key in improving pawn survivability, and are a significant boon in day-to-day duties. Therefore, installing the otherwise-inferior [[Elbow blade]] and forgoing a [[bionic arm|bionic]] or [[archotech arm]] may be a better option. As the effect of [[Manipulation]] on [[Shooting Accuracy]] is capped at 100%, the buffs provided by the arms do not significantly improve a ranged pawn's combat abilities, so it can be a more palatable trade-off assuming a pawn's non-combat duties would not benefit. If both bionic arms and legs are preferred, [[Venom fangs]] offer both significantly lower DPS and AP than either of the other two but do not conflict with any other beneficial prosthesis.  
+
As ranged weapons typically fare poorly when used in melee combat and knee spikes can be installed on pawns without preventing them from carrying ranged weapons, they can be useful to give a ranged pawn a decent melee option. This both expands their versatility in combat and mitigates a key weakness to melee enemies. However, the knee spike cannot be installed on [[bionic leg|bionic]] or [[archotech leg]]s. The movement buff leg replacements provide can be key in improving pawn survivability, and are a significant boon in day-to-day duties. Therefore, installing the otherwise-inferior [[Elbow blade]] and forgoing a [[bionic arm|bionic]] or [[archotech arm]] may be a better option. As the effect of [[Manipulation]] on [[Shooting Accuracy]] is capped at 100%, the buffs provided by the arms do not significantly improve a ranged pawn's combat abilities, so it can be a more palatable trade-off assuming a pawn's non-combat duties would not benefit from heightened manipulation ability, such as hunters, haulers and cleaners. For pawns using [[drill arm]]s, the knee spike is a clear choice as the benefit of the arms is huge and cannot be outmoded by skill or other buffs. If both bionic arms and legs are preferred, [[Venom fangs]] offer both significantly lower DPS and AP than either of the other two but do not conflict with any other beneficial prosthesis.  
  
 
As of the changes to melee verb selection in [[Version/1.1.2610|1.1.2610]], installing more than one knee spike is redundant in all but some very niche circumstances, as is installing more than one of the implant weapons.
 
As of the changes to melee verb selection in [[Version/1.1.2610|1.1.2610]], installing more than one knee spike is redundant in all but some very niche circumstances, as is installing more than one of the implant weapons.
  
== Version History ==
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=== Slave weapon ===
*Royalty Release - Introduced.
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{{Ideology|section=1}}
*[[Version/1.1.2598|1.1.2598]], buffed from 22% AP and 7.50 DPS to 38% AP and 8.46 DPS.  
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Similar to the Elbow Blade, the Knee Spike does not count as a weapon in regards to [[Suppression|slave suppression]]. If managing slave weaponry is too cumbersome or your slaves are frequently in danger this can provide some help, at the cost of increasing the danger posed by slave rebellion (not the frequency, but the potentially rebelling slaves now deal more damage)
 +
 
 +
{{Weapon Stats Table}}
 +
 
 +
== Trivia==
 +
The stats page of the knee spike claims it replaces the leg, femur, tibia, foot, and toes; but this is incorrect. The knee spike is an implant and does not replace any body parts. The [[elbow blade]] and [[hand talon]] share this mistake.
 +
 
 +
== Version history ==
 +
* [[Royalty DLC]] Release - Added.
 +
* [[Version/1.1.2598|1.1.2598]] - Buffed from 22% AP -> 38% AP and 7.50 DPS -> 8.46 DPS.  
  
{{nav|body parts|wide}}
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{{Nav|body parts|wide}}
[[Category:Royalty]]
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{{Nav|weapon|wide}}
[[Category:Medical Item]]
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[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
[[Category:Body Part]]
 

Latest revision as of 00:20, 16 November 2024

Knee spike

Knee spike

A spike that extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor.

Base Stats

Type
Medical ItemsBody Parts
Tech Level
Industrial
Market Value
355 Silver

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Spike
22 dmg (Stab)
38% AP
2.6 seconds cooldown
Body Part
Leg

Creation

Crafted At
Machining table
Required Research
Compact weaponryTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 40 + Component 7
Technical
thingSetMakerTags
RewardStandardLowFreq
techHediffsTags
AdvancedWeapon
tradeTags
ImplantEmpireCommon


The knee spike is an artificial body part and body part weapon added by the Royalty DLC.

Acquisition[edit]

Knee spikes can be crafted at a machining table once the compact weaponry research project has been completed. Note that this research requires a techprint. Each requires Steel 40 Steel, Component 7 Components, 15,000 ticks (4.17 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 5.

It can also be found on Raiders, bought at traders and acquired through Quests

Summary[edit]

Installation[edit]

Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of herbal quality or better, and a Medical skill of 5. Like all implants, it can only be installed on a natural limb, not a prosthetic or bionic limb.

Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of herbal quality or better, and a Medical skill of 5.

If the operation fails, the part will be destroyed.

Analysis[edit]

The Knee Spike is approximately equivalent to a steel longsword of normal quality, with slightly lower DPS made up for by slightly higher AP. This means it is a relatively powerful weapon early on, however as knee spikes are not affected by quality or material bonuses, their relevance for melee pawns diminishes in the mid game. They may still generally increase DPS by replacing or supplementing the weaker Handle attacks that occur 25% of the time, but the gain is small and the trade-off in bionics discussed below may not be worth it. Note that by adding additonal attack 'verbs' (as colonists normally cannot attack with their legs) you may make attacks with the more powerful melee options less likely.

As ranged weapons typically fare poorly when used in melee combat and knee spikes can be installed on pawns without preventing them from carrying ranged weapons, they can be useful to give a ranged pawn a decent melee option. This both expands their versatility in combat and mitigates a key weakness to melee enemies. However, the knee spike cannot be installed on bionic or archotech legs. The movement buff leg replacements provide can be key in improving pawn survivability, and are a significant boon in day-to-day duties. Therefore, installing the otherwise-inferior Elbow blade and forgoing a bionic or archotech arm may be a better option. As the effect of Manipulation on Shooting Accuracy is capped at 100%, the buffs provided by the arms do not significantly improve a ranged pawn's combat abilities, so it can be a more palatable trade-off assuming a pawn's non-combat duties would not benefit from heightened manipulation ability, such as hunters, haulers and cleaners. For pawns using drill arms, the knee spike is a clear choice as the benefit of the arms is huge and cannot be outmoded by skill or other buffs. If both bionic arms and legs are preferred, Venom fangs offer both significantly lower DPS and AP than either of the other two but do not conflict with any other beneficial prosthesis.

As of the changes to melee verb selection in 1.1.2610, installing more than one knee spike is redundant in all but some very niche circumstances, as is installing more than one of the implant weapons.

Slave weapon[edit]

Similar to the Elbow Blade, the Knee Spike does not count as a weapon in regards to slave suppression. If managing slave weaponry is too cumbersome or your slaves are frequently in danger this can provide some help, at the cost of increasing the danger posed by slave rebellion (not the frequency, but the potentially rebelling slaves now deal more damage)

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Knee spike Knee spike Spike (Stab) Human: Left & right fist (Blunt) HP Value
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    7.57 31.5% 22 2.6s 38% 8.46 75% 8.2 2s 12% 4.1 12.5% 100 355 Silver
    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

    Trivia[edit]

    The stats page of the knee spike claims it replaces the leg, femur, tibia, foot, and toes; but this is incorrect. The knee spike is an implant and does not replace any body parts. The elbow blade and hand talon share this mistake.

    Version history[edit]