Difference between revisions of "Axe"

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| type2 = Weapons
 
| type2 = Weapons
 
| tech level = Medieval
 
| tech level = Medieval
| description = "An advanced form of one of mankind's oldest weapons, the war axe is a short blade attached to a shaft. The simple, ancient design concentrates cutting power generated from strong overhand swings."
+
| description = An advanced form of one of mankind's oldest weapons, the war axe is a short blade attached to a shaft. The simple, ancient design concentrates cutting power generated from strong overhand swings.
 
| class = Medieval
 
| class = Medieval
 
| mode = Melee
 
| mode = Melee
Line 19: Line 19:
 
| meleeattack2cool = 2
 
| meleeattack2cool = 2
 
| meleeattack2ap = 22
 
| meleeattack2ap = 22
| MeleeWeaponAverageDPS = 6.71
 
| MeleeWeaponAverageAP = 20
 
 
| production facility 1 = Fueled smithy
 
| production facility 1 = Fueled smithy
 
| production facility 2 = Electric smithy
 
| production facility 2 = Electric smithy
Line 28: Line 26:
 
| stuff tags = Metallic, Woody
 
| stuff tags = Metallic, Woody
 
| work to make = 7000
 
| work to make = 7000
 +
| work speed stat = General Labor Speed
 
| mass base = 1.5
 
| mass base = 1.5
 
| damage type = Sharp
 
| damage type = Sharp
| weaponTags = MedievalMeleeDecent
+
| weaponTags = MedievalMeleeDecent, Axe
 
| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 3
 
| skill 1 level = 3
 +
| has quality = True
 
}}
 
}}
 
The '''Axe''' is a [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that primarily deals sharp damage.
 
The '''Axe''' is a [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that primarily deals sharp damage.
  
'''Note:''' Although classified by the [[Ideoligion]] Weapon Preferences{{IdeologyIcon}} as a 'Melee Blunt' weapon along with weapons that predominately deal blunt damage, its primary attack deal sharp damage. It is unknown if this categorization is a bug or intended behavior.
+
'''Note:''' Although classified by the [[Ideoligion]] Weapon Preferences{{IdeologyIcon}} as a 'Melee Blunt' weapon along with weapons that predominantly deal blunt damage, its primary attack deal sharp damage. It is unknown if this categorization is a bug or intended behavior.
  
 
== Acquisition ==
 
== Acquisition ==
Axes can be crafted at either a [[fueled smithy|fueled]] or [[electric smithy]] 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}}
  
 
Alternatively, axes can be purchased from any combat supplier or war merchant and found on [[raider]]s and some [[Empire]] pawns.
 
Alternatively, axes can be purchased from any combat supplier or war merchant and found on [[raider]]s and some [[Empire]] pawns.
  
 
== Analysis ==
 
== Analysis ==
{{stub|section=1|reason=Questions regarding to Cut vs Stab damage}}
+
The axe is roughly equal to the [[gladius]] - they both have the same material cost, and same research cost. However, axes are strictly inferior than a [[knife]] of the same quality and material.
The axe is roughly equal to the [[gladius]] and [[mace]] - all 3 weapons have the same material cost, crafting skill, and research requirements. Maces take {{ticks|1000}} less work, and gladii take {{ticks|5000}} more work. Reducing work will slightly reduce the [[Market Value]] of weapons.
 
  
===Comparison to gladius===
+
This oddity comes from the [[melee verb selection]] system, introduced in 1.1. Each weapon has multiple attacks, or ''verbs'', with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice. With this in mind, knives have a "true" {{DPS}} of 7.23, rather than the gladius' 7.13 or axe's 6.75.  
<!-- Cut v Stab sources: https://steamcommunity.com/app/294100/discussions/0/3042732243097084212 & https://steamcommunity.com/app/294100/discussions/0/3111394035968026504 . Also yes x1.4 cleaving multiplier exists, test it yourself with a plasteel knife -->
 
In raw stats: the gladius has {{+|{{%|(7.13 / 6.75) - 1 round 3}} }} to raw {{DPS}} and very slightly more {{AP}}, after accounting for melee verb selection. This assumes same material and [[quality]]. Either weapon of a superior quality or material will be a better overall weapon.
 
  
However, the main difference between the two weapons come from their damage types. For their "Best" attack, the axe can only use ''[[Damage Type#Cut|Cut]]'' damage (75%). Meanwhile, the gladius has an equal chance to either ''Cut'' or ''[[Damage Type#Stab|Stab]]'' (37.5% for each). Therefore, the axe is more likely to Cut. Cut damage has multiple interlocking mechanics that make comparison complex:
+
In addition, knives are just as likely as axes to do ''Cut'' damage, so there is no advantage of the axe's damage type. The axe has 4% more {{AP}}, however, this is unlikely to matter for any reasonable enemy you'll encounter. If armor was that much of a concern, then you would use a [[mace]] instead.
* Cut damage has a large chance to ''cleave''. When an attack cleaves, it is spread throughout body parts, but deals x1.4 damage in total. Cut damage causes more [[pain]], but is less likely to destroy an individual body parts.
 
* ''If'' cut reduces a body part's damage to 0 HP, it is much more likely to destroy it. To always destroy the body part, a cut would only need 110% of a part's remaining HP. A stab would need to do 170% damage. Because of cleaving, stabs are better at destroying large body parts.
 
* Stab damage is more likely to hit the internal organs. In addition, stab damage receives no penalty for attacking the internals. This results in a higher one-shot chance.
 
The most important factor, by far, is the cleave mechanic.
 
  
<!--The following equation is solving 1.4x + 1(1-x) = 1.056 for x-->
+
A potential use is for [[ideoligion]]{{IdeologyIcon}} with the Melee Blunt set as Noble weapons, providing a sharp-type weapon option that grants mood buffs instead of penalties.  
If at least {{%| ((7.13 / 6.75) - 1) <!--Gladius' higher DPS, conv. to %--> / (0.4) <!-- Extra % dmg from cleave --> / 0.5 <!--For the "best" melee attack, gladius 50% as likely to cut. "Mid" attacks are exactly equal.--> round 3}} of ''all'' cut attacks cleave, then the axe will be superior in raw DPS.{{Check Tag|Verify Cleave %|Comparison changes based the % chance}} Axes are definitely better against small [[animal]]s, as the axe is more likely to destroy multiple low-HP body parts. Gladii are most likely better against [[mechanoid]]s - mechs don't feel [[pain]], increasing the value of limb destruction. The weapon that deals more average DPS will be better against humanoids of any armor. Note that this is theoretical and no explicit testing has been conducted.
 
  
===Comparison to maces===
+
{{Weapon Stats Table}}
Maces are blunt weapons.  Maces have +{{%|(7.01 / 6.75) - 1 round 3}} raw DPS, but due to cleaving described above, the axe ends up being superior in average DPS. But like with the gladius comparison, there are big differences with their damage types.
 
  
* "Armored" enemies tend to have much less Blunt armor than Sharp armor. For example, a set of [[recon armor]] has 96% Sharp but only 40% Blunt armor. Therefore, blunt weapons are better against armored enemies.
+
== Styles ==
* Blunt weapons have a superior form of damage propagation. Instead of being spread equally between parts like ''Cut'' damage, blunt damage attacks a single part - and only if the part would be destroyed, then overkill damage spreads to component parts. In addition, the mace swings slower but hits stronger. This results in maces being more likely than both the gladius and the axe in destroying large body parts.
+
{{Ideology|section=1}}
* If a blunt attack hits the torso or head, then the target will be stunned for a short time.
+
[[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.
  
With [[steel]] weapons, or at lower qualities, the mace would be better against [[plate armor]]-level armor, and axes better against unarmored targets. However, higher quality [[uranium]] maces is likely better than high quality [[plasteel]] axes against any sort of human or human-sized enemy. A good uranium mace can one-shot the head or limbs.
+
<gallery>
 
+
Axe.png|Base variant
===Comparison to other weapons===
+
HoraxianAxe.png|Horaxian{{AnomalyIcon}}
Compared to more complex melee weapons, an axe is superior in raw DPS to a [[longsword]] at least 2 quality levels below. For instance, a legendary steel axe is better than an excellent steel longsword. [[Warhammer]]s have very slightly more DPS than the axe (less than the mace), but are blunt and swing even slower; the comparison is similar to the mace, but more extreme.
+
</gallery>
 
 
Another potential use is for [[ideoligion]]{{IdeologyIcon}} with the Melee Blunt set as Noble weapons, providing a sharp-type weapon option that grants mood buffs instead of penalties.
 
 
 
{{Weapon Quality Table}}
 
  
 
== Version history ==
 
== Version history ==
 
* [[Royalty DLC]] Release - Added.
 
* [[Royalty DLC]] Release - Added.
 +
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.
  
 
{{Nav|weapon|wide}}
 
{{Nav|weapon|wide}}
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]
 
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Axes]]
 
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Axes]]

Latest revision as of 07:00, 15 November 2024

Axe

Axe

An advanced form of one of mankind's oldest weapons, the war axe is a short blade attached to a shaft. The simple, ancient design concentrates cutting power generated from strong overhand swings.

Base Stats

Type
EquipmentWeapons
Tech Level
Medieval
Weapon Class
Medieval
Mass
1.5 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Poke)
13% AP
2 seconds cooldown
Melee Attack 2 
Edge
15 dmg (Cut)
22% AP
2 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Smithing
Skill Required
Crafting 3
Work To Make
7,000 ticks (1.94 mins)
Work Speed Stat
General Labor Speed
Stuff Tags
Metallic, Woody
Resources to make
Stuff 50
Technical
Has Quality
True
weaponTags
MedievalMeleeDecent, Axe


The Axe is a melee weapon added by the Royalty DLC that primarily deals sharp damage.

Note: Although classified by the Ideoligion Weapon PreferencesContent added by the Ideology DLC as a 'Melee Blunt' weapon along with weapons that predominantly deal blunt damage, its primary attack deal sharp damage. It is unknown if this categorization is a bug or intended behavior.

Acquisition[edit]

Axes 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 SMVs), 7,000 ticks (1.94 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.

Alternatively, axes can be purchased from any combat supplier or war merchant and found on raiders and some Empire pawns.

Analysis[edit]

The axe is roughly equal to the gladius - they both have the same material cost, and same research cost. However, axes are strictly inferior than a knife of the same quality and material.

This oddity comes from the melee verb selection system, introduced in 1.1. Each weapon has multiple attacks, or verbs, with some better than others. The game's infobox incorrectly calculates the likelihood of each attack (it uses RimWorld 1.0 values). For example, the knife is assumed to use "Bad" attacks more often than it does in practice. With this in mind, knives have a "true" DPS of 7.23, rather than the gladius' 7.13 or axe's 6.75.

In addition, knives are just as likely as axes to do Cut damage, so there is no advantage of the axe's damage type. The axe has 4% more AP, however, this is unlikely to matter for any reasonable enemy you'll encounter. If armor was that much of a concern, then you would use a mace instead.

A potential use is for ideoligionContent added by the Ideology DLC with the Melee Blunt set as Noble weapons, providing a sharp-type weapon option that grants mood buffs instead of penalties.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Axe Axe Handle (Poke) Edge (Cut) Human: Left & right fist (Blunt) HP Value
    Quality
    Material DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful Bioferrite Bioferrite Content added by the Anomaly DLC 6.8 19.94% 6.48 2s 9.36% 3.24 8.33% 15.6 2s 22.88% 7.8 75% 8.2 2s 12% 4.1 8.33% 200 50 Silver
    Awful Gold Gold 4.36 12.77% 7.2 2s 10.4% 3.6 8.33% 9 2s 13.2% 4.5 75% 8.2 2s 12% 4.1 8.33% 60 2510 Silver
    Awful Plasteel Plasteel 7.08 17.3% 6.48 1.6s 9.36% 4.05 8.33% 13.2 1.6s 19.36% 8.25 75% 8.2 2s 12% 4.1 8.33% 280 255 Silver
    Awful Silver Silver 4.81 14.09% 7.2 2s 10.4% 3.6 8.33% 10.2 2s 14.96% 5.1 75% 8.2 2s 12% 4.1 8.33% 70 265 Silver
    Awful Steel Steel 5.48 16.07% 7.2 2s 10.4% 3.6 8.33% 12 2s 17.6% 6 75% 8.2 2s 12% 4.1 8.33% 100 60 Silver
    Awful Uranium Uranium 5.62 17.82% 10.8 2.2s 15.6% 4.91 8.33% 13.2 2.2s 19.36% 6 75% 8.2 2s 12% 4.1 8.33% 250 174 Silver
    Awful Wood Wood 3.78 11.05% 6.48 2s 9.36% 3.24 12.5% 4.8 2s 7.04% 2.4 12.5% 8.2 2s 12% 4.1 37.5% 65 39 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 7.57 22.18% 7.29 2s 10.53% 3.65 8.33% 17.55 2s 25.74% 8.78 75% 8.2 2s 12% 4.1 8.33% 200 75 Silver
    Poor Gold Gold 4.82 14.11% 8.1 2s 11.7% 4.05 8.33% 10.13 2s 14.85% 5.06 75% 8.2 2s 12% 4.1 8.33% 60 3765 Silver
    Poor Plasteel Plasteel 7.87 19.21% 7.29 1.6s 10.53% 4.56 8.33% 14.85 1.6s 21.78% 9.28 75% 8.2 2s 12% 4.1 8.33% 280 380 Silver
    Poor Silver Silver 5.32 15.6% 8.1 2s 11.7% 4.05 8.33% 11.48 2s 16.83% 5.74 75% 8.2 2s 12% 4.1 8.33% 70 395 Silver
    Poor Steel Steel 6.08 17.83% 8.1 2s 11.7% 4.05 8.33% 13.5 2s 19.8% 6.75 75% 8.2 2s 12% 4.1 8.33% 100 90 Silver
    Poor Uranium Uranium 6.24 19.8% 12.15 2.2s 17.55% 5.52 8.33% 14.85 2.2s 21.78% 6.75 75% 8.2 2s 12% 4.1 8.33% 250 260 Silver
    Poor Wood Wood 3.87 11.31% 7.29 2s 10.53% 3.65 12.5% 5.4 2s 7.92% 2.7 12.5% 8.2 2s 12% 4.1 37.5% 65 58 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 8.33 24.43% 8.1 2s 11.7% 4.05 8.33% 19.5 2s 28.6% 9.75 75% 8.2 2s 12% 4.1 8.33% 200 101 Silver
    Normal Gold Gold 5.28 15.46% 9 2s 13% 4.5 8.33% 11.25 2s 16.5% 5.63 75% 8.2 2s 12% 4.1 8.33% 60 5025 Silver
    Normal Plasteel Plasteel 8.65 21.13% 8.1 1.6s 11.7% 5.06 8.33% 16.5 1.6s 24.2% 10.31 75% 8.2 2s 12% 4.1 8.33% 280 505 Silver
    Normal Silver Silver 5.84 17.11% 9 2s 13% 4.5 8.33% 12.75 2s 18.7% 6.38 75% 8.2 2s 12% 4.1 8.33% 70 525 Silver
    Normal Steel Steel 6.68 19.58% 9 2s 13% 4.5 8.33% 15 2s 22% 7.5 75% 8.2 2s 12% 4.1 8.33% 100 120 Silver
    Normal Uranium Uranium 6.86 21.78% 13.5 2.2s 19.5% 6.14 8.33% 16.5 2.2s 24.2% 7.5 75% 8.2 2s 12% 4.1 8.33% 250 350 Silver
    Normal Wood Wood 3.81 11.13% 8.1 2s 11.7% 4.05 25% 6 2s 8.8% 3 25% 8.2 2s 12% 4.1 25% 65 78 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 9.1 26.67% 8.91 2s 12.87% 4.46 8.33% 21.45 2s 31.46% 10.73 75% 8.2 2s 12% 4.1 8.33% 200 126 Silver
    Good Gold Gold 5.74 16.8% 9.9 2s 14.3% 4.95 8.33% 12.38 2s 18.15% 6.19 75% 8.2 2s 12% 4.1 8.33% 60 5525 Silver
    Good Plasteel Plasteel 9.43 23.04% 8.91 1.6s 12.87% 5.57 8.33% 18.15 1.6s 26.62% 11.34 75% 8.2 2s 12% 4.1 8.33% 280 630 Silver
    Good Silver Silver 6.36 18.62% 9.9 2s 14.3% 4.95 8.33% 14.03 2s 20.57% 7.01 75% 8.2 2s 12% 4.1 8.33% 70 655 Silver
    Good Steel Steel 7.28 21.34% 9.9 2s 14.3% 4.95 8.33% 16.5 2s 24.2% 8.25 75% 8.2 2s 12% 4.1 8.33% 100 150 Silver
    Good Uranium Uranium 7.48 23.75% 14.85 2.2s 21.45% 6.75 8.33% 18.15 2.2s 26.62% 8.25 75% 8.2 2s 12% 4.1 8.33% 250 435 Silver
    Good Wood Wood 4.3 12.46% 8.91 2s 12.87% 4.46 75% 6.6 2s 9.68% 3.3 8.33% 8.2 2s 12% 4.1 8.33% 65 97 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 9.86 28.91% 9.72 2s 14.04% 4.86 8.33% 23.4 2s 34.32% 11.7 75% 8.2 2s 12% 4.1 8.33% 200 151 Silver
    Excellent Gold Gold 6.2 18.15% 10.8 2s 15.6% 5.4 8.33% 13.5 2s 19.8% 6.75 75% 8.2 2s 12% 4.1 8.33% 60 6025 Silver
    Excellent Plasteel Plasteel 10.22 24.95% 9.72 1.6s 14.04% 6.08 8.33% 19.8 1.6s 29.04% 12.38 75% 8.2 2s 12% 4.1 8.33% 280 760 Silver
    Excellent Silver Silver 6.87 20.13% 10.8 2s 15.6% 5.4 8.33% 15.3 2s 22.44% 7.65 75% 8.2 2s 12% 4.1 8.33% 70 790 Silver
    Excellent Steel Steel 7.88 23.1% 10.8 2s 15.6% 5.4 8.33% 18 2s 26.4% 9 75% 8.2 2s 12% 4.1 8.33% 100 180 Silver
    Excellent Uranium Uranium 8.11 25.73% 16.2 2.2s 23.4% 7.36 8.33% 19.8 2.2s 29.04% 9 75% 8.2 2s 12% 4.1 8.33% 250 520 Silver
    Excellent Wood Wood 4.63 13.41% 9.72 2s 14.04% 4.86 75% 7.2 2s 10.56% 3.6 8.33% 8.2 2s 12% 4.1 8.33% 65 116 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 12.07 35.34% 11.75 2s 16.97% 5.87 25% 28.28 2s 41.47% 14.14 75% 8.2 2s 12% 4.1 0% 200 250 Silver
    Masterwork Gold Gold 7.34 21.51% 13.05 2s 18.85% 6.53 8.33% 16.31 2s 23.93% 8.16 75% 8.2 2s 12% 4.1 8.33% 60 7025 Silver
    Masterwork Plasteel Plasteel 13.05 30.56% 11.75 1.6s 16.97% 7.34 25% 23.93 1.6s 35.09% 14.95 75% 8.2 2s 12% 4.1 0% 280 1265 Silver
    Masterwork Silver Silver 8.16 23.91% 13.05 2s 18.85% 6.53 8.33% 18.49 2s 27.12% 9.24 75% 8.2 2s 12% 4.1 8.33% 70 1315 Silver
    Masterwork Steel Steel 9.38 27.5% 13.05 2s 18.85% 6.53 8.33% 21.75 2s 31.9% 10.88 75% 8.2 2s 12% 4.1 8.33% 100 300 Silver
    Masterwork Uranium Uranium 9.67 30.67% 19.58 2.2s 28.28% 8.9 8.33% 23.93 2.2s 35.09% 10.88 75% 8.2 2s 12% 4.1 8.33% 250 870 Silver
    Masterwork Wood Wood 5.45 15.79% 11.75 2s 16.97% 5.87 75% 8.7 2s 12.76% 4.35 8.33% 8.2 2s 12% 4.1 8.33% 65 194 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 13.74 40.22% 13.37 2s 19.31% 6.68 25% 32.18 2s 47.19% 16.09 75% 8.2 2s 12% 4.1 0% 200 500 Silver
    Legendary Gold Gold 8.26 24.21% 14.85 2s 21.45% 7.43 8.33% 18.56 2s 27.23% 9.28 75% 8.2 2s 12% 4.1 8.33% 60 8025 Silver
    Legendary Plasteel Plasteel 14.85 34.77% 13.37 1.6s 19.31% 8.35 25% 27.23 1.6s 39.93% 17.02 75% 8.2 2s 12% 4.1 0% 280 2525 Silver
    Legendary Silver Silver 9.19 26.93% 14.85 2s 21.45% 7.43 8.33% 21.04 2s 30.86% 10.52 75% 8.2 2s 12% 4.1 8.33% 70 2625 Silver
    Legendary Steel Steel 10.58 31.01% 14.85 2s 21.45% 7.43 8.33% 24.75 2s 36.3% 12.38 75% 8.2 2s 12% 4.1 8.33% 100 600 Silver
    Legendary Uranium Uranium 10.91 34.63% 22.28 2.2s 32.18% 10.13 8.33% 27.23 2.2s 39.93% 12.38 75% 8.2 2s 12% 4.1 8.33% 250 1740 Silver
    Legendary Wood Wood 6.11 17.69% 13.37 2s 19.31% 6.68 75% 9.9 2s 14.52% 4.95 8.33% 8.2 2s 12% 4.1 8.33% 65 390 Silver

    For the full effects of qualities, see Quality.

    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

    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]