Difference between revisions of "Mace"

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| meleeattack2cool = 2
 
| meleeattack2cool = 2
 
| meleeattack2ap = 24
 
| meleeattack2ap = 24
| MeleeWeaponAverageDPS = 7.02
 
| MeleeWeaponAverageAP = 21
 
 
| production facility 1 = Fueled smithy
 
| production facility 1 = Fueled smithy
 
| production facility 2 = Electric smithy
 
| production facility 2 = Electric smithy
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| skill 1 level = 3
 
| skill 1 level = 3
 
| work to make = 6000
 
| work to make = 6000
 +
| work speed stat = General Labor Speed
 
| mass base = 1.25
 
| mass base = 1.25
 +
| has quality = True
 
| weaponTags = MedievalMeleeDecent
 
| weaponTags = MedievalMeleeDecent
 
}}
 
}}
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== Acquisition ==
 
== Acquisition ==
Maces can be crafted at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
+
{{Acquisition}}
  
 
Maces can also be [[Trade|purchased]] from outlander and orbital combat suppliers, or from outlander and pirate [[raider]]s drops.
 
Maces can also be [[Trade|purchased]] from outlander and orbital combat suppliers, or from outlander and pirate [[raider]]s drops.
  
 
== Analysis ==
 
== 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 [[Research#Smithing|Smithing]] rather than [[Research#Long blades|Long Blades]].
+
Maces are the strongest blunt weapon that can be crafted by your colony without the [[Royalty DLC]].  
  
While the longsword is nominally stronger, the mace does blunt damage instead of sharp; armor pieces like [[flak vest]]s 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 jacket]]s or [[flak pants]], as well as unarmored pawns. Steel longswords can beat steel maces at roughly the same breakpoints.
+
The mace is best when made with [[uranium]], due to the metal's blunt damage multiplier.  
  
===Compared to blunt weapons===
+
Blunt weapons are often seen as "anti-armor" weapons, due to the tiny amounts of Blunt armor that most enemies have. In this role, the mace faces heavy competition with the [[spear]]. This is because enemies with especially strong armor are quite rare in practice.
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.
+
== Comparisons ==
 +
=== Comparison to spear ===
 +
Before considering armor, spears deal more raw damage.  A steel spear deals {{+|{{%| 7.88/7.01 -1 round 3}}}} more {{DPS}} than a steel mace of equal quality. A [[plasteel]] spear does {{+|{{%| 10.55/9.56 -1 round 3}}}} of a uranium mace. While spears fare worse against armor, they have high {{AP}}. A plasteel spear has 55% AP on its only "Sharp" attack, meaning it ignores all Sharp armor below 55%.  
  
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}}
+
So at normal quality, a plasteel spear deals more damage than a [[uranium]] mace until fighting enemies with {{%| (9.56/10.55 -1)/(-0.75) + 0.55 round 2}} <!--
 +
We are solving for 1 / (Spear DPS Improvement%) = (Armor Reduction%). We can get DPS Improvement using (DPS Spear / DPS Mace). For armor, we know that 1% AP reduces 1% of armor, and 1% of armor equals -0.75% damage, which is subtracted from 100% damage. Since spear's only Sharp attack has 55% AP, we use that instead of spear's avg AP.  
  
{{Weapon Quality Table}}
+
Sub variables in and you get (9.56 / 10.55) = (100 - 0.75(x - 55))%. Solve for x and we get (9.56 / 10.55 - 1) / -0.75 = (x - 0.55), after converting percents into decimals. ---> Sharp armor. This is before considering quality; at higher quality, the spear only gets better. For example, if both weapons are excellent, then the mace only starts to become better at {{%|(11.48/12.63 -1)/(-0.75) + 0.66 round 2}} armor. For reference, [[centipede]]s have 72% armor.
 +
 
 +
However, this changes when facing ''humans'' with armor. A simple normal flak vest would completely flip the damage balance, a normal uranium mace deals {{Good|{{%|({{Apparel AP Calculation|armor1=36|ap=30.63}}/100*9.3) / ({{Apparel AP Calculation|armor1=100|ap=45.75}}/100*10.53) -1 round 3}} }} more DPS than a normal plasteel spear when they hit the vest (which is about half of the times). While the difference gets smaller at higher weapon quality, it gets larger against marine and cataphract armor
 +
 
 +
Another advantage of the mace is that it's cheaper. It costs {{Icon Small|stuff}} 25 material less. They are unlocked with [[Research#Smithing|Smithing]] rather than [[Research#Long blades|Long Blades]]. [[Uranium]] is cheaper than [[plasteel]], and much less useful in the early- and mid-game.
 +
 
 +
----
 +
'''This comparison falls off at Masterwork quality or higher,''' but it's not because of armor. Instead, it's due to the overkill mechanics of both weapons.
 +
* The spear, as ''[[Damage Types#Stab|Stab]]'' damage, can only ever hit a single body part. If a 42 damage spear hits a 25 damage arm, the arm is destroyed. Overkill damage, i.e. 17 damage ({{%|(17/42) round 2}} of the attack), is completely wasted.
 +
* The mace, as ''[[Damage Types#Blunt|Blunt]]'' damage, will spread damage if it causes overkill. If a mace destroys the arm, it will damage the shoulder, too.
 +
This results in the mace better against humans, and the spear being better against centipedes.
 +
 
 +
=== Comparison to longswords ===
 +
Like the spear, the [[longsword]] is a sharp weapon. Steel longswords are about {{%| 7.96/7.01 -1 round 3}} stronger than steel maces. Plasteel longswords are {{%| 10.71/9.56 -1 round 3}} stronger than uranium maces. Additionally, longswords have the advantage of the ''[[Damage Types#Cut|Cut]]'' damage type, which does bonus cleaving damage. But pawns tend to have much lower Blunt armor than they do sharp. This results in armor being the main determinant in this comparison.
 +
 
 +
The exact breakpoints vary on [[quality]] and material. In general, a normal [[plasteel]] longsword can beat a normal [[uranium]] mace against targets wearing just [[flak jacket]]s or [[flak pants]], as well as unarmored pawns. Armor pieces like [[flak vest]]s and [[power armor]] reduce the longsword to the point of being worse than the mace.
 +
 
 +
Blunt damage has a few minor advantages, which is listed in the [[Damage Types#Blunt|Blunt]] weapon page.
 +
 
 +
=== Comparison to other blunt weapons ===
 +
==== Clubs ====
 +
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. However, maces are impacted by [[quality]], while clubs aren't. A poor or awful mace will be worse than a club of the same material. In contrast, a good mace will clearly outperform a club.
 +
 
 +
==== Warhammers ====
 +
The [[warhammer]]{{RoyaltyIcon}} costs 3x the materials and requires [[Research#Long Blades|Long blades]] researched. However, it isn't conventionally stronger. The mace is actually {{%| 9.56/9.31 round 3}} stronger, in raw {{DPS}}, than the warhammer. The warhammer has slightly more {{AP}}, but a uranium mace already has such high AP that no (reasonable) enemy can resist it.
 +
 
 +
The warhammer's big advantage, is that it swings slower, but with a stronger hit. This makes it more likely to destroy body parts. The effect of this heavily depends on quality and damage output.
 +
 
 +
*'''At normal or good quality''', this is almost irrelevant against humans, as warhammers don't have enough damage to destroy vital body parts. The mace performs similarly, but is 3x cheaper, so the mace comes out ahead.
 +
 
 +
*'''But at masterwork and legendary quality''', the uranium warhammer's damage matters a lot more. It has enough damage to consistently 1-shot or 2-shot humans. The mace would take 3 hits to down from [[pain]], meaning the mace takes more time to actually kill. The differences are further exacerbated with the [[Strong melee damage]] gene.{{BiotechIcon}}
 +
 
 +
: Against non-humans, where the warhammer no longer 1-shots enemies, the mace would technically come out ahead. However, the [[spear]] and [[longsword]] would deal even more damage. A legendary plasteel spear in particular has enough AP to completely ignore the armor of every non-human in the game.
 +
 
 +
{{Weapon Stats Table}}
 +
 
 +
== Styles ==
 +
{{Ideology|section=1}}
 +
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
 +
 
 +
<gallery>
 +
Mace.png|Base variant
 +
HoraxianMace.png|Horaxian{{AnomalyIcon}}
 +
</gallery>
  
 
== Version history ==
 
== Version history ==
 
* Beta 19/1.0 - Damage buffed.  
 
* Beta 19/1.0 - Damage buffed.  
 +
* [[Version/1.5.4062|1.5.4062]] - Received a new texture.
 +
* [[Anomaly DLC]] Release - Received a new style, Horaxian.
 +
 +
<gallery>
 +
Mace Old.png|Texture prior to 1.5
 +
</gallery>
  
{{nav|weapon|wide}}
+
{{Nav|weapon|wide}}
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]
 
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Clubs]]
 
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Clubs]]

Latest revision as of 00:48, 4 January 2025

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)
Work Speed Stat
General Labor Speed
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[edit]

Maces can be crafted at a fueled smithy or electric smithy once the Smithing research project has been completed. Each requires Stuff 50 Stuff (Metallic/Woody, 500 for SVMs), 6,000 ticks (1.67 mins) of work modified by the general labor speed of the crafter and the work to make factor of the material, 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[edit]

Maces are the strongest blunt weapon that can be crafted by your colony without the Royalty DLC.

The mace is best when made with uranium, due to the metal's blunt damage multiplier.

Blunt weapons are often seen as "anti-armor" weapons, due to the tiny amounts of Blunt armor that most enemies have. In this role, the mace faces heavy competition with the spear. This is because enemies with especially strong armor are quite rare in practice.

Comparisons[edit]

Comparison to spear[edit]

Before considering armor, spears deal more raw damage. A steel spear deals +12.4% more DPS than a steel mace of equal quality. A plasteel spear does +10.4% of a uranium mace. While spears fare worse against armor, they have high AP. A plasteel spear has 55% AP on its only "Sharp" attack, meaning it ignores all Sharp armor below 55%.

So at normal quality, a plasteel spear deals more damage than a uranium mace until fighting enemies with 68% Sharp armor. This is before considering quality; at higher quality, the spear only gets better. For example, if both weapons are excellent, then the mace only starts to become better at 78% armor. For reference, centipedes have 72% armor.

However, this changes when facing humans with armor. A simple normal flak vest would completely flip the damage balance, a normal uranium mace deals 42.9% more DPS than a normal plasteel spear when they hit the vest (which is about half of the times). While the difference gets smaller at higher weapon quality, it gets larger against marine and cataphract armor

Another advantage of the mace is that it's cheaper. It costs Stuff 25 material less. They are unlocked with Smithing rather than Long Blades. Uranium is cheaper than plasteel, and much less useful in the early- and mid-game.


This comparison falls off at Masterwork quality or higher, but it's not because of armor. Instead, it's due to the overkill mechanics of both weapons.

  • The spear, as Stab damage, can only ever hit a single body part. If a 42 damage spear hits a 25 damage arm, the arm is destroyed. Overkill damage, i.e. 17 damage (40% of the attack), is completely wasted.
  • The mace, as Blunt damage, will spread damage if it causes overkill. If a mace destroys the arm, it will damage the shoulder, too.

This results in the mace better against humans, and the spear being better against centipedes.

Comparison to longswords[edit]

Like the spear, the longsword is a sharp weapon. Steel longswords are about 13.6% stronger than steel maces. Plasteel longswords are 12% stronger than uranium maces. Additionally, longswords have the advantage of the Cut damage type, which does bonus cleaving damage. But pawns tend to have much lower Blunt armor than they do sharp. This results in armor being the main determinant in this comparison.

The exact breakpoints vary 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. Armor pieces like flak vests and power armor reduce the longsword to the point of being worse than the mace.

Blunt damage has a few minor advantages, which is listed in the Blunt weapon page.

Comparison to other blunt weapons[edit]

Clubs[edit]

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. However, maces are impacted by quality, while clubs aren't. A poor or awful mace will be worse than a club of the same material. In contrast, a good mace will clearly outperform a club.

Warhammers[edit]

The warhammerContent added by the Royalty DLC costs 3x the materials and requires Long blades researched. However, it isn't conventionally stronger. The mace is actually 102.7% stronger, in raw DPS, than the warhammer. The warhammer has slightly more AP, but a uranium mace already has such high AP that no (reasonable) enemy can resist it.

The warhammer's big advantage, is that it swings slower, but with a stronger hit. This makes it more likely to destroy body parts. The effect of this heavily depends on quality and damage output.

  • At normal or good quality, this is almost irrelevant against humans, as warhammers don't have enough damage to destroy vital body parts. The mace performs similarly, but is 3x cheaper, so the mace comes out ahead.
  • But at masterwork and legendary quality, the uranium warhammer's damage matters a lot more. It has enough damage to consistently 1-shot or 2-shot humans. The mace would take 3 hits to down from pain, meaning the mace takes more time to actually kill. The differences are further exacerbated with the Strong melee damage gene.Content added by the Biotech DLC
Against non-humans, where the warhammer no longer 1-shots enemies, the mace would technically come out ahead. However, the spear and longsword would deal even more damage. A legendary plasteel spear in particular has enough AP to completely ignore the armor of every non-human in the game.

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

    Styles[edit]

    Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.

    Version history[edit]

    • Beta 19/1.0 - Damage buffed.
    • 1.5.4062 - Received a new texture.
    • Anomaly DLC Release - Received a new style, Horaxian.