Difference between revisions of "Power claw"
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− | {{#set:Melee Damage Base = 15| Melee Cooldown Base = | + | {{#set:Melee Damage Base = 15| Melee Cooldown Base = 72| Damage Type = Sharp}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}} |
− | {{Info|Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their fists. A power claw can only be installed on a natural arm. If a power claw is installed on an arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 15 damage compared to 5 damage from a fist. It reduces | + | {{Info|Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their fists. A power claw can only be installed on a natural arm. If a power claw is installed on an arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 15 damage compared to 5 damage from a fist, and attacks faster. It reduces a hand's efficiency to 92%, slightly reducing manipulation. |
When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one power claw and one normal fist is less effective than having two claws. A colonist equipped with one or more claws should not wield a melee weapon because they will use the weapon instead of their claws. | When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one power claw and one normal fist is less effective than having two claws. A colonist equipped with one or more claws should not wield a melee weapon because they will use the weapon instead of their claws. |
Revision as of 06:03, 18 February 2017
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.
- Type
- Medical Item – Body Part
Base Stats
Stat Modifiers
Power claws can sometimes be purchased from traders. They can then be installed onto a colonist as replacements for their fists. A power claw can only be installed on a natural arm. If a power claw is installed on an arm which gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 15 damage compared to 5 damage from a fist, and attacks faster. It reduces a hand's efficiency to 92%, slightly reducing manipulation.
When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one power claw and one normal fist is less effective than having two claws. A colonist equipped with one or more claws should not wield a melee weapon because they will use the weapon instead of their claws.
Melee Attack | Damage Amount | Cooldown | DPS |
---|---|---|---|
Scratch |