Difference between revisions of "Body part weapons"

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|text=This page is under construction. Information may be incomplete or incorrect, and the page may not be of the quality required for the general use. '''Current workers:''' [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]])
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'''Body part weapons''' are [[artificial body parts]] that act as weapons in addition to any other effects.
 
'''Body part weapons''' are [[artificial body parts]] that act as weapons in addition to any other effects.
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== Analysis ==
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{{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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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
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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.
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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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===Melee weapons===
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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.
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===Body part weapons===
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{{Stub|section=1|reason= Comparison to the combat and non-combat uses of the bionic and archotech arms}}
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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.
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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.
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===Slaves===
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{{Ideology|No category}}
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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.
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===Prosthesis===
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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.

Revision as of 04:08, 17 December 2021

Body part weapons are artificial body parts that act as weapons in addition to any other effects.

 DamageDPSAPDamage TypeMarket Value
Archotech arm1421Blunt2,800
Bionic arm1218Blunt1,030
Drill arm1320Stab425
Elbow blade1827Cut355
Field hand913Blunt425
Flesh whip20.560Cut0
Hand talon1515Scratch355
Knee spike2238Stab355
Power claw2233Scratch385
Prosthetic arm8.212Blunt260
Venom fangs1522Toxic bite355
Venom talon1115Toxic scratch355

Analysis

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 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.

Melee weapons

Compared to actual melee weapon, a power claw acquired through trade or quest reward shines in the early game before Smithing and/or 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 and archotech arms 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

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 talonContent added by the Royalty DLC 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 spikeContent added by the Royalty DLC is compatible with all hand and arm, but not leg, bionics, and the elbow bladeContent added by the Royalty DLC 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 hands and bionic legs 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.

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.

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 handContent added by the Royalty DLC, they are a useful and low cost way to regain full capability. The penalty to moving must be considered however.