Difference between revisions of "Weapons"

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{{For|analysis of using each weapon|Weapon Guide}}
 
{{For|analysis of using each weapon|Weapon Guide}}
 +
{{For|a way to compare the numbers of each weapon|Weapon comparison table}}
 
{{Imagemargin|[[File:weapons_preview.png|right]]|32px}}
 
{{Imagemargin|[[File:weapons_preview.png|right]]|32px}}
 
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.
 
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.
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=== Firing cycle ===
 
=== Firing cycle ===
 
Once a target is selected, and the shooter is in [[#Range|range]], the firing cycle of ranged weapons can be broken down into three phases.  
 
Once a target is selected, and the shooter is in [[#Range|range]], the firing cycle of ranged weapons can be broken down into three phases.  
# '''Aiming time'''. Sometimes referred to as '''warm-up'''. During this period the shooter will remain stationary and aim at the target before firing. The time this takes depends on the aiming time of the weapon, multiplied by the [[aiming time]] stat of the shooter. The remaining until firing is displayed by a translucent white wedge displayed in front of the shooter. The wedge slowly thins until it disappears and the shot or burst is fired. During this time, the firing action can be canceled.
+
# '''Aiming time'''. Sometimes referred to as '''warm-up'''. During this period the shooter will remain stationary and aim at the target before firing. The time this takes depends on the aiming time of the weapon, multiplied by the [[aiming time]] stat of the shooter. The remaining time until firing is displayed by a translucent white wedge displayed in front of the shooter. The wedge slowly thins until it disappears and the shot or burst is fired. During this time, the firing action can be canceled.
 
# '''Firing'''. Once aiming has finished, the pawn will fire the weapon. Ranged weapons either fire a single shot or a number of shots in sequence called a burst. The number of shots in a burst is determined by the weapon type and cannot be changed. Once begun, firing can't be interrupted manually, however it can be interrupted, such as by stunning. A burst will also end early if the target dies or is destroyed. There is a short delay, called "burst [[tick]]s", after every shot in the burst but the last.  
 
# '''Firing'''. Once aiming has finished, the pawn will fire the weapon. Ranged weapons either fire a single shot or a number of shots in sequence called a burst. The number of shots in a burst is determined by the weapon type and cannot be changed. Once begun, firing can't be interrupted manually, however it can be interrupted, such as by stunning. A burst will also end early if the target dies or is destroyed. There is a short delay, called "burst [[tick]]s", after every shot in the burst but the last.  
 
# '''Cooldown'''. Once firing is complete, a cooldown occurs. During this period the shooter will remain stationary. The time this takes depends on the cooldown time of the weapon, multiplied by the [[Ranged Cooldown Multiplier]] stat of the shooter.
 
# '''Cooldown'''. Once firing is complete, a cooldown occurs. During this period the shooter will remain stationary. The time this takes depends on the cooldown time of the weapon, multiplied by the [[Ranged Cooldown Multiplier]] stat of the shooter.
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Thus optimum {{DPS}} is determined by the following equation:
 
Thus optimum {{DPS}} is determined by the following equation:
  
'''<code>Max DPS = (Damage &times; Burst Shot Count) &divide; (Ranged Cooldown ([[ticks]]) + Warm-up ([[ticks]]) + (Burst Time ([[ticks]]) * (Burst Count - 1)) &times; 60 </code>'''
+
'''<code>Max DPS = (Damage &times; Burst Shot Count) &divide; ((Ranged Cooldown ([[ticks]]) + Warm-up ([[ticks]]) + (Burst Time ([[ticks]]) * (Burst Count - 1)) &divide; 60)</code>'''
  
 
This optimum DPS is then affected by [[#Accuracy|accuracy]] to determine the actual DPS on target.
 
This optimum DPS is then affected by [[#Accuracy|accuracy]] to determine the actual DPS on target.
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Every ranged weapon has an [[#Accuracy|accuracy]] for each range point. Between those ranges, the accuracy of the weapon is linearly interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. For example, a pump shotgun, with a maximum range of {{Q|Pump shotgun|Range}} tiles, a Short range accuracy of {{Q|Pump shotgun|Accuracy (Short) Base}}% and a Medium range accuracy of {{Q|Pump shotgun|Accuracy (Medium) Base}}%. It will never fire at a target {{#expr:{{Q|Pump shotgun|Range}} + 1 round 0}} tiles away, but at a range of 14 tiles, its accuracy will be 2/13 of the way between the Short and Medium range accuracy values, or {{#expr: {{Q|Pump shotgun|Accuracy (Short) Base}} + ((14-12)*({{Q|Pump shotgun|Accuracy (Medium) Base}}-{{Q|Pump shotgun|Accuracy (Short) Base}}))/(25-12) round 0}}%.
 
Every ranged weapon has an [[#Accuracy|accuracy]] for each range point. Between those ranges, the accuracy of the weapon is linearly interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. For example, a pump shotgun, with a maximum range of {{Q|Pump shotgun|Range}} tiles, a Short range accuracy of {{Q|Pump shotgun|Accuracy (Short) Base}}% and a Medium range accuracy of {{Q|Pump shotgun|Accuracy (Medium) Base}}%. It will never fire at a target {{#expr:{{Q|Pump shotgun|Range}} + 1 round 0}} tiles away, but at a range of 14 tiles, its accuracy will be 2/13 of the way between the Short and Medium range accuracy values, or {{#expr: {{Q|Pump shotgun|Accuracy (Short) Base}} + ((14-12)*({{Q|Pump shotgun|Accuracy (Medium) Base}}-{{Q|Pump shotgun|Accuracy (Short) Base}}))/(25-12) round 0}}%.
  
Ranged weapons wielders cannot fire at targets that in melee range of themselves, but can target more distant enemies while engaged in melee. Note that NPCs will never target another pawn while engaged in melee.
+
Ranged weapons wielders cannot fire at targets that are in melee range of themselves, but can target more distant enemies while engaged in melee. Note that NPCs will never target another pawn while engaged in melee.
  
 
=== Accuracy ===
 
=== Accuracy ===
{{Stub|section=1|reason=Needs to be double checked and what happens at ranges beyond 40 tiles for weapon accuracy? Where is body size of target applied? Also [[Ideoligion#Combat_in_darkness|Combat in Darkness]] precept effect needs info. Also [[Genes#Nearsighted]] info? Also ShootingAccuracyChildFactor (verify in game, not just xml)}}
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{{Stub|section=1|reason=Needs to be double checked and what happens at ranges beyond 40 tiles for weapon accuracy? Where is body size of target applied? Also [[Ideoligion#Combat_in_darkness|Combat in Darkness]] precept effect needs info. Also [[Genes#Nearsighted]] info? Also [[Shooting Accuracy Multiplier (Child)]] (verify in game, not just xml)}}
 
Ranged weapon accuracy follows the following equation:
 
Ranged weapon accuracy follows the following equation:
  
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Stopping power is the ability of ranged weapons to cause stagger when hitting a target, slowing them down for a short{{Check Tag|How short?}} period. The size of the number relates directly to the body size of the pawn that can be staggered by the weapon - thus, to stagger [[human]]s a stopping power of {{Q|Human|Body Size}} or higher is required while to stagger an [[elephant]] a stopping power of {{Q|Elephant|Body Size}} would be needed.
 
Stopping power is the ability of ranged weapons to cause stagger when hitting a target, slowing them down for a short{{Check Tag|How short?}} period. The size of the number relates directly to the body size of the pawn that can be staggered by the weapon - thus, to stagger [[human]]s a stopping power of {{Q|Human|Body Size}} or higher is required while to stagger an [[elephant]] a stopping power of {{Q|Elephant|Body Size}} would be needed.
  
A typical ranged weapon has a stopping power of 0.5, however the following weapons have higher stopping powers: {{#ask: [[Stopping Power::>0.500001]]}}.
+
A typical ranged weapon has a stopping power of 0.5, however the following weapons have higher stopping powers:
 
+
<div class="ul-column-width-200">
Of these, only the following are sufficient to stagger a human: {{#ask: [[Stopping Power::>{{Q|Human|Body Size}}]]}}.
+
{{#ask: [[Stopping Power::>0.500001]]
 +
| format = template
 +
| template = Icon List
 +
| link = none
 +
| sort = From DLC
 +
}}
 +
</div>
 +
{{Hover title|Version/1.4.3704|At the time of writing}}, all weapons with a stopping power above 0.5, have a stopping power of at least 1 and are able to stagger humans.{{#if: {{#ask: [[Stopping Power::>0.500001]] [[Stopping Power::<0.999999]]}}|{{Error|Wrong. Fix this}}}}
  
 
=== Ranged weapons comparison table ===  
 
=== Ranged weapons comparison table ===  
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DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.
 
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.
 +
 +
Technical limitations prevent the display of a more comprehensive table on this page. For a complete comparison table, see [[Weapon comparison table]].
  
 
{| {{STDT|sortable c_06 text-center}}
 
{| {{STDT|sortable c_06 text-center}}
! colspan='2'|Name !! Damage !! AP !! Stopping Power !! Warm-Up<br/>(ticks){{ref label|Time|A}} !! Cooldown<br/>(ticks){{ref label|Time|A}} !! Range<br/>(tiles) !! Burst Count !! Burst (ticks){{ref label|Time|A}} !! Bullet Speed !! Accuracy<br/>(Touch) !! Accuracy<br/>(Short) !! Accuracy<br/>(Medium) !! Accuracy<br/>(Long) !! Miss Radius !! Blast Radius !! DPS<br/>(Optimal){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Touch){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Short){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Medium){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Long){{ref label|DPS Targets|B}} !! Value {{icon Small|silver|}}
+
! colspan='2'|Name !! Damage !! {{AP}} !! Stopping Power !! Warm-Up<br/>(ticks){{ref label|Time|A}} !! Cooldown<br/>(ticks){{ref label|Time|A}} !! Range<br/>(tiles) !! Burst Count !! Burst (ticks){{ref label|Time|A}} !! Bullet Speed !! Accuracy<br/>(Touch) !! Accuracy<br/>(Short) !! Accuracy<br/>(Medium) !! Accuracy<br/>(Long) !! Miss Radius !! Blast Radius !! DPS<br/>(Optimal){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Touch){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Short){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Medium){{ref label|DPS Targets|B}} !! data-sort-type="number"|DPS<br/>(Long){{ref label|DPS Targets|B}} !! Value {{icon Small|silver|}}
 
|-
 
|-
 
{{#ask:[[Concept:Ranged Weapons]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]]
 
{{#ask:[[Concept:Ranged Weapons]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]]
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  | ?Name=?Name
 
  | ?Name=?Name
 
  | format=template
 
  | format=template
  | template=Weapon/Row/Ranged
+
  | template= Ranged Weapon Table Row
 
  | sort=From DLC, name}}
 
  | sort=From DLC, name}}
 
|}
 
|}
 +
<sup>{{#if: {{#var:hasQuality}} | For the full effects of qualities, see [[Quality]].}} {{#if: {{#var:missRadius}} || Values shown in <span style="color:firebrick; font-weight:bold>Red</span> indicate the weapon is out of range at the reference point for this range band. The value is provided due to the [[Weapons#Range|interpolated nature]] of accuracy between range points.}}</sup>
 
:{{note|Time|A}} At normal game speed, there are 60 ticks to one real world second. See: [[Time]].
 
:{{note|Time|A}} At normal game speed, there are 60 ticks to one real world second. See: [[Time]].
 
:{{note|DPS Targets|B}} This DPS assumes a single target - weapons with a blast radius may have higher effective DPS by virtue of hitting multiple targets.
 
:{{note|DPS Targets|B}} This DPS assumes a single target - weapons with a blast radius may have higher effective DPS by virtue of hitting multiple targets.
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=== Base melee stats ===
 
=== Base melee stats ===
The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material). Other materials may do more or less average damage per second (DPS), as will better/worse [[quality|qualities]].
+
The following stats are for a baseline human wielding weapons that are of normal quality and made out of [[steel]] (the baseline material). Other materials may do more or less average damage per second (DPS), as will better/worse [[quality|qualities]].
  
 
{{Melee Weapons Table}}
 
{{Melee Weapons Table}}
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== Unobtainable weapons ==
 
== Unobtainable weapons ==
 +
{{Main|Unobtainable items}}
 
Certain weapons are equipped exclusively by [[mechanoid]]s or [[turret]]s. These cannot be obtained independently from their regular users without the use of [[dev mode]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.
 
Certain weapons are equipped exclusively by [[mechanoid]]s or [[turret]]s. These cannot be obtained independently from their regular users without the use of [[dev mode]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.
  
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== Version history ==
 
== Version history ==
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.
+
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into misses due to equipment and misses due to skill.
 
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.'''
 
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.'''
 
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.
 
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.

Latest revision as of 05:59, 24 November 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility

Weapons preview.png

Weapons are used by colonists and raiders alike to fight each other (and sometimes to put down enraged animals). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.

If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. Weapons stored in a shelf will not deteriorate, even if left outside.

Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.

Ranged weapons[edit]

Range weapons consist mostly of firearms, as well as explosives, other non-gunpowder weapons like bows and throwing spears, and more advanced weapons like the charge rifle. A ranged weapon's accuracy and damage are also affected by its quality level.

Firing cycle[edit]

Once a target is selected, and the shooter is in range, the firing cycle of ranged weapons can be broken down into three phases.

  1. Aiming time. Sometimes referred to as warm-up. During this period the shooter will remain stationary and aim at the target before firing. The time this takes depends on the aiming time of the weapon, multiplied by the aiming time stat of the shooter. The remaining time until firing is displayed by a translucent white wedge displayed in front of the shooter. The wedge slowly thins until it disappears and the shot or burst is fired. During this time, the firing action can be canceled.
  2. Firing. Once aiming has finished, the pawn will fire the weapon. Ranged weapons either fire a single shot or a number of shots in sequence called a burst. The number of shots in a burst is determined by the weapon type and cannot be changed. Once begun, firing can't be interrupted manually, however it can be interrupted, such as by stunning. A burst will also end early if the target dies or is destroyed. There is a short delay, called "burst ticks", after every shot in the burst but the last.
  3. Cooldown. Once firing is complete, a cooldown occurs. During this period the shooter will remain stationary. The time this takes depends on the cooldown time of the weapon, multiplied by the Ranged Cooldown Multiplier stat of the shooter.

Once this cycle is complete, the process repeats.

Thus optimum DPS is determined by the following equation:

Max DPS = (Damage × Burst Shot Count) ÷ ((Ranged Cooldown (ticks) + Warm-up (ticks) + (Burst Time (ticks) * (Burst Count - 1)) ÷ 60)

This optimum DPS is then affected by accuracy to determine the actual DPS on target.

Range[edit]

The ranges are measured in tiles and correspond to:

  • Touch = 3 tiles.
  • Short = 12 tiles.
  • Medium = 25 tiles.
  • Long = 40 tiles.

Every ranged weapon has an accuracy for each range point. Between those ranges, the accuracy of the weapon is linearly interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. For example, a pump shotgun, with a maximum range of 15.9 tiles, a Short range accuracy of 87% and a Medium range accuracy of 77%. It will never fire at a target 17 tiles away, but at a range of 14 tiles, its accuracy will be 2/13 of the way between the Short and Medium range accuracy values, or 85%.

Ranged weapons wielders cannot fire at targets that are in melee range of themselves, but can target more distant enemies while engaged in melee. Note that NPCs will never target another pawn while engaged in melee.

Accuracy[edit]

Ranged weapon accuracy follows the following equation:

Accuracy = (Shooting AccuracyRange × Weapon Accuracy × Weather × Smoke × Cover) + Combat in Darkness

Where:

  • Shooting Accuracy: Is the stat of the shooting pawn.
  • Range: Is the distance in tiles between the shooter and the target.
  • Weapon Accuracy: Is the weapon accuracy of the weapon at that range. If it is not one of the listed values at 3, 12, 25, or 40 tiles, it is linearly interpolated between the nearest point above and the nearest point below the current range.
  • Weather: Is the accuracy modifier for a given weather ranging from 50% for Fog, to 100% on a clear day.
  • Smoke: If smoke occupies any tile directly between the shooter and target, it applies a 30% modifier (otherwise 100%).
  • Cover: Cover modifier for the target, based on cover objects and shooting angle.
  • Body size: A modifier based on the body size of the target. 0.5x for body sizes of 0.5 or lower, equal to body size for body size between 0.5 and 2.0, and 2.0x for body sizes of 2.0x or higher.[Detail/Verify]
  • Combat in Darkness Preferred PreceptContent added by the Ideology DLC: If the shooter has the precept and the target is in darkness, +25% accuracy. If the shooter has the precept and target is not in darkness, -20% accuracy. Otherwise, 0%. For this precept, "darkness" is considered: 1. "Indoors" with 0% light level, 2. "Indoors" lit by only dark light, or 3. Outdoors or Unroofed, only if the sun is at 0% light level.

Related to accuracy, there are also friendly fire mechanics that prevent misses from hitting nearby allies within a certain radius.

Stopping power[edit]

Stopping power is the ability of ranged weapons to cause stagger when hitting a target, slowing them down for a short[How short?] period. The size of the number relates directly to the body size of the pawn that can be staggered by the weapon - thus, to stagger humans a stopping power of 1 or higher is required while to stagger an elephant a stopping power of 4 would be needed.

A typical ranged weapon has a stopping power of 0.5, however the following weapons have higher stopping powers:

At the time of writing, all weapons with a stopping power above 0.5, have a stopping power of at least 1 and are able to stagger humans.

Ranged weapons comparison table[edit]

Stats listed in the table below are for weapons that are of normal quality; better/worse quality will raise/lower the % to hit as appropriate.

DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.

Technical limitations prevent the display of a more comprehensive table on this page. For a complete comparison table, see Weapon comparison table.

Name Damage AP Stopping Power Warm-Up
(ticks)[A]
Cooldown
(ticks)[A]
Range
(tiles)
Burst Count Burst (ticks)[A] Bullet Speed Accuracy
(Touch)
Accuracy
(Short)
Accuracy
(Medium)
Accuracy
(Long)
Miss Radius Blast Radius DPS
(Optimal)[B]
DPS
(Touch)[B]
DPS
(Short)[B]
DPS
(Medium)[B]
DPS
(Long)[B]
Value Silver
Assault rifle Assault rifle 11 16 0.5 60 102 30.9 3 10 70 60% 70% 65% 55% - - 10.88 6.528 7.616 7.072

5.984

480
Autopistol Autopistol 10 15 0.5 18 60 25.9 1 - 55 80% 70% 40% 30% - - 7.69 6.152 5.383 3.076

2.307

139
Bolt-action rifle Bolt-action rifle 18 27 1.5 102 90 36.9 1 - 70 65% 80% 90% 80% - - 5.63 3.6595 4.504 5.067

4.504

255
Chain shotgun Chain shotgun 18 14 3 72 81 12.9 3 10 55 57% 64% 55% 45% - - 18.73 10.6761 11.9872

10.3015

- 405
Charge lance Charge lance 30 45 1.5 102 162 29.9 1 - 120 65% 85% 85% 75% - - 6.82 4.433 5.797 5.797

5.115

1,355
Charge rifle Charge rifle 15 35 0.5 60 120 25.9 3 12 70 55% 64% 55% 45% - - 13.24 7.282 8.4736 7.282

5.958

1,010
Doomsday rocket launcher Doomsday rocket launcher 50 10 0.5 270 270 36 1 - 50 -% -% -% -% 1.9 7.8 5.56 - - - - 1,000
EMP grenades EMP grenades 50 - - 90 160 12.9 1 - 12 -% -% -% -% 1.9 3.5 12 - - - - 315
EMP launcher EMP launcher 50 0 - 210 210 23.9 1 - 40 -% -% -% -% 1.9 1.1 7.14 - - - - 505
Frag grenades Frag grenades 50 10 0.5 90 160 12.9 1 - 12 -% -% -% -% 1.9 1.9 12 - - - - 265
Greatbow Greatbow 17 15 1.5 120 90 29.9 1 - 49 65% 85% 75% 50% - - 4.86 3.159 4.131 3.645

2.43

104
Heavy SMG Heavy SMG 12 18 0.5 54 99 22.9 3 11 48 85% 65% 35% 20% - - 12.34 10.489 8.021

4.319

- 355
Incendiary launcher Incendiary launcher 10 0 - 210 210 23.9 1 - 40 -% -% -% -% 1.9 1.1 1.43 - - - - 340
LMG LMG 11 16 1 108 108 25.9 6 7 46 40% 48% 35% 26% - - 15.78 6.312 7.5744 5.523

4.1028

425
Machine pistol Machine pistol 6 9 0.5 30 54 19.9 3 7 55 90% 65% 35% 15% - - 11.02 9.918 7.163

3.857

- 220
Minigun Minigun 10 15 0.5 150 138 30.9 25 5 70 15% 25% 25% 18% - - 36.76 5.514 9.19 9.19

6.6168

1,160
Molotov cocktails Molotov cocktails 10 - - 90 160 12.9 1 - 12 -% -% -% -% 1.9 1.1 2.4 - - - - 245
Pila Pila 25 10 2.5 240 240 18.9 1 - 26 50% 71% 50% 32% - - 3.13 1.565 2.2223

1.565

- 109
Pump shotgun Pump shotgun 18 14 3 54 75 15.9 1 - 55 80% 87% 77% 64% - - 8.37 6.696 7.2819

6.4449

- 255
Recurve bow Recurve bow 14 21 1 87 99 25.9 1 - 56 70% 78% 65% 35% - - 4.52 3.164 3.5256 2.938

1.582

66
Revolver Revolver 12 18 1 18 96 25.9 1 - 55 80% 75% 45% 35% - - 6.32 5.056 4.74 2.844

2.212

135
Short bow Short bow 11 16 0.5 81 99 22.9 1 - 44 75% 65% 45% 25% - - 3.67 2.7525 2.3855

1.6515

- 45
Smoke launcher Smoke launcher 0 - - 210 210 23.9 1 - 40 -% -% -% -% 1.9 2.4 - - - - 380
Sniper rifle Sniper rifle 25 38 1.5 210 138 44.9 1 - 100 50% 70% 86% 88% - - 4.31 2.155 3.017 3.7066 3.7928 530
Triple rocket launcher Triple rocket launcher 50 10 0.5 270 270 36 3 20 50 -% -% -% -% 2.9 3.9 15.52 - - - - 1,000
Hellcat rifle Hellcat rifle Content added by the Anomaly DLC 10 15 0.5 66 102 26.9 3 10 70 60% 70% 65% 55% - - 9.57 5.742 6.699 6.2205

5.2635

480
Nerve spiker Nerve spiker Content added by the Anomaly DLC 11 16 0.5 87 99 29.9 1 - 44 70% 78% 65% 35% - - 3.55 2.485 2.769 2.3075

1.2425

62
Tactical turret gun Tactical turret gun Content added by the Anomaly DLC 12 18 0.5 0 288 19.9 2 8 70 77% 70% 45% 24% - - 4.86 3.7422 3.402

2.187

- ?
Flamebow Flamebow Content added by the Biotech DLC 6 9 0.5 81 99 22.9 1 - 44 75% 65% 45% 25% - - 2 1.5 1.3

0.9

- 45
Grenadier armor Grenadier armor Content added by the Royalty DLC 50 10 0.5 90 60 12.9 1 - 16 -% -% -% -% 1.9 1.9 20 - - - - 2,305

Values shown in Red indicate the weapon is out of range at the reference point for this range band. The value is provided due to the interpolated nature of accuracy between range points.

^A At normal game speed, there are 60 ticks to one real world second. See: Time.
^B This DPS assumes a single target - weapons with a blast radius may have higher effective DPS by virtue of hitting multiple targets.

Quality modifiers[edit]

Quality Accuracy Modifier Base Damage Modifier Armor Penetration Modifier
Awful 0.80 0.90 0.90
Poor 0.90 1.00 1.00
Normal 1.00 1.00 1.00
Good 1.10 1.00 1.00
Excellent 1.20 1.00 1.00
Masterwork 1.35 1.25 1.25
Legendary 1.50 1.50 1.50

Melee weapons[edit]

These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.

The exact damage of a melee weapon is based on its quality level, with a low quality weapon dealing less damage and a high quality weapon dealing more.

Note that melee accuracy is determined by a colonist's melee skill and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.

Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.

Base melee stats[edit]

The following stats are for a baseline human wielding weapons that are of normal quality and made out of steel (the baseline material). Other materials may do more or less average damage per second (DPS), as will better/worse qualities.

  • Name Material Awful Poor Normal Good Excellent Masterwork Legendary Average
    cooldown
    Damage
    type [A]
    Value
    in Silver
    DPS AP DPS AP DPS AP DPS AP DPS AP DPS AP DPS AP
    Human Unarmed human 4.1 12% 2 s Blunt
    Archotech arm Archotech arm 6.28 18.75% 2 s Blunt 2,800
    Axe Axe Content added by the Royalty DLC Steel Steel 5.48 16.07% 6.08 17.83% 6.68 19.58% 7.28 21.34% 7.88 23.1% 9.38 27.5% 10.58 31.01% 2 s Sharp 120
    Beer Beer 4.4 12.75% 2 s Blunt 12
    Bionic arm Bionic arm 5.53 16.5% 2 s Blunt 1,030
    Breach axe Breach axe Steel Steel 5.14 9.4% 5.68 10.39% 6.22 11.38% 6.76 12.36% 7.3 13.35% 8.65 15.82% 9.73 17.79% 1.25 s Blunt 113
    Club Club Steel Steel 6.31 18.83% 2 s Blunt 80
    Drill arm Drill arm Content added by the Royalty DLC 5.9 18% 2 s Sharp 425
    Elbow blade Elbow blade Content added by the Royalty DLC 7.78 23.25% 2 s Sharp 355
    Elephant tusk Elephant tusk 6.44 23.33% 2.45 s Sharp 80
    Eltex staff Eltex staff Content added by the Royalty DLC [C] 3.98 12.6% 4.12 13.4% 4.51 16.5% 4.88 17.85% 5.24 19.2% 6.16 22.58% 6.9 25.28% 2.45 s Blunt 2,000
    Field hand Field hand Content added by the Royalty DLC 4.4 12.75% 2 s Blunt 425
    Flesh whip Flesh whip Content added by the Anomaly DLC 8.71 48% 2 s Sharp 0
    Gladius Gladius Steel Steel 5.78 17.27% 6.42 19.18% 7.06 21.08% 7.7 22.99% 8.33 24.9% 9.93 29.67% 11.2 33.49% 2 s Sharp 138
    Hand talon Hand talon Content added by the Royalty DLC 8.18 14.25% 1.63 s Blunt 355
    Ikwa Ikwa Steel Steel 5.46 16% 6.08 17.81% 6.7 19.63% 7.32 21.44% 7.94 23.25% 9.48 27.78% 10.72 31.41% 2 s Sharp 113
    Jade knife Jade knife [B] 4.69 14.29% 5.21 15.89% 5.73 17.48% 6.26 19.08% 6.78 20.68% 8.09 24.68% 9.13 27.87% 2.04 s Sharp 159
    Knee spike Knee spike Content added by the Royalty DLC 7.57 31.5% 2.45 s Sharp 355
    Knife Knife Steel Steel 5.74 13.95% 6.38 15.51% 7.02 17.06% 7.65 18.62% 8.29 20.18% 9.89 24.07% 11.17 27.18% 1.63 s Sharp 64
    Longsword Longsword Steel Steel 6.44 23.27% 7.17 25.93% 7.9 28.58% 8.64 31.24% 9.37 33.9% 11.54 41.69% 13.13 47.44% 2.45 s Sharp 255
    Mace Mace Steel Steel 5.69 17.27% 6.32 19.18% 6.95 21.08% 7.57 22.99% 8.2 24.9% 9.76 29.67% 11.02 33.49% 2 s Blunt 117
    Monosword Monosword Content added by the Royalty DLC [C] 8.73 57.2% 10.3 64.8% 11.45 72% 12.59 79.2% 13.74 86.4% 16.6 104.4% 18.89 118.8% 1.9 s Sharp 2,000
    Persona monosword Persona monosword Content added by the Royalty DLC [C] 11.63 57.6% 13.08 64.8% 14.53 72% 15.98 79.2% 17.44 86.4% 24.47 130.5% 27.84 148.5% 1.6 s Sharp 3,000
    Persona plasmasword Persona plasmasword Content added by the Royalty DLC [C] [D] 8.12 24.2% 9.05 26.98% 9.97 29.75% 10.9 32.53% 12.79 36.9% 15.45 44.59% 17.59 50.74% 1.9 s Sharp + Burn 3,000
    Persona zeushammer Persona zeushammer Content added by the Royalty DLC [C] 9.91 31.07% 11.06 34.7% 13.17 40% 14.49 44% 15.8 48% 19.1 58% 21.73 66% 2.05 s Blunt + EMP 3,000
    Plasmasword Plasmasword Content added by the Royalty DLC [C] [D] 6.03 22.4% 6.71 24.95% 7.39 27.5% 8.08 30.05% 8.76 32.6% 10.47 38.98% 12.63 47.03% 2.45 s Sharp + Burn 2,000
    Power claw Power claw 9.28 27.75% 2 s Blunt 385
    Prosthetic arm Prosthetic arm 4.1 12% 2 s Blunt 260
    Spear Spear Steel Steel 6.39 33.5% 7.13 37.5% 7.88 41.5% 8.63 45.5% 9.38 49.5% 11.43 61.63% 13.01 70.13% 2.6 s Sharp 186
    Thrumbo horn Thrumbo horn 9.44 34.63% 2.45 s Sharp 800
    Venom fangs Venom fangs Content added by the Royalty DLC 6.65 19.5% 2 s Blunt 355
    Venom talon Venom talon Content added by the Royalty DLC 6.34 14.25% 1.63 s Blunt 355
    Warhammer Warhammer Content added by the Royalty DLC Steel Steel 5.64 21.07% 6.28 23.45% 6.91 25.83% 7.55 28.22% 8.19 30.6% 9.78 36.56% 11.26 43.73% 2.6 s Blunt 350
    Wood Wood 4.78 14.25% 2 s Blunt 1.2
    Zeushammer Zeushammer Content added by the Royalty DLC [C] 7.62 31.07% 8.52 34.7% 9.41 38.33% 10.3 41.97% 11.78 48% 14.24 58% 16.2 66% 2.75 s Blunt + EMP 2,000
    A All sharp melee weapons come also with (weak) blunt attacks.
    B A jade knife can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.
    C These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. All but the eltex staff come in "persona" variants that cannot be wielded by anyone other than the bonded pawn unless it has the "freewielder" trait, so make sure you choose a good pawn to use them.
    D These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.
  • Material / Quality modifiers[edit]

  • Material Cooldown speed factor Damage factor (Blunt) Damage factor (Sharp) Max HP factor DPS factor (Blunt) DPS factor (Sharp)
    Gold 1 1 0.75 0.6 1 0.75
    Granite blocks 1.3 1 0.65 1.7 0.77 0.5
    Jade 1.3 1.5 1 0.5 1.15 0.77
    Limestone blocks 1.3 1 0.6 1.55 0.77 0.46
    Marble blocks 1.3 1 0.6 1.2 0.77 0.46
    Plasteel 0.8 0.9 1.1 2.8 1.13 1.38
    Sandstone blocks 1.3 1 0.5 1.4 0.77 0.38
    Silver 1 1 0.85 0.7 1 0.85
    Slate blocks 1.3 1 0.6 1.3 0.77 0.46
    Steel 1 1 1 1 1 1
    Uranium 1.1 1.5 1.1 2.5 1.36 1
    Wood 1 0.9 0.4 0.65 0.9 0.4
    Bioferrite Content added by the Anomaly DLC 1 0.9 1.3 2 0.9 1.3
  • Quality Base Damage Modifier
    Awful 0.80
    Poor 0.90
    Normal 1.00
    Good 1.10
    Excellent 1.20
    Masterwork 1.45
    Legendary 1.65

    Do note that stone blocks can only be used with clubs.

    Melee formulas[edit]

    General formulas[edit]

    Damage for any melee weapon is Base Damage x Material Modifier x Quality Modifier

    Cooldown is calculated as Weapon melee cooldown / Material melee cooldown

    DPS (damage per second) is calculated as Damage / Cooldown. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.

    AP (armor piercing) defaults to 0.015 x Damage if no value is specified

    Chance Factor defaults to 1 if no value is specified

    Listed DPS on weapons[edit]

    The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:

    1. For each attack option compute the Selection Weight = Damage x Damage
    2. For each attack option compute the Selection Chance = Selection Weight / SumOfAll(Selection Weights)
    3. Compute the Average Damage = SumOfAll(Damage x Selection Chance)
    4. Compute the Average Cooldown = SumOfAll(Cooldown x Selection Chance)
    5. Compute the Average DPS = Average Damage / Average Cooldown

    Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:

    Attack Damage Cooldown Selection Weight Selection Chance
    head 31 2.2 961 81%
    handle 15 1.6 225 19%

    Average Damage = 31 x 81% + 15 x 19% = 27.965

    Average Cooldown = 2.2 x 81% + 1.6 x 19% = 2.086

    Average DPS = 27.965 / 2.086 = 13.40

    You can find more of these values in Dev mode >> Logging Menu >> Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the Chance Factor if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).

    Listed DPS on pawns[edit]

    This is a system used since version 1.1.2610 and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:

    1. For each attack option compute the Initial Selection Weight = Damage x (1 + AP) x Chance Factor / Cooldown
    2. For each attack option determine the Category based on the highest weight value we just computed:
      • Best if Initial Selection Weight >= 0.95 x MAX(Initial Selection Weight)
      • Worst if Initial Selection Weight < 0.25 x MAX(Initial Selection Weight)
      • Mid Otherwise
    3. For each attack option compute the Final Selection Weight based on the categories:
      • 0.75 / NumberOfOptionsIn(Best) if the option is in the Best category
      • 0.25 / NumberOfOptionsIn(Mid) if the option is in the Mid category
      • 0.0 if the option is in the Worst category
    4. For each attack option compute the Selection Chance = Final Selection Weight / SumOfAll(Final Selection Weights)
    5. Compute the Average Damage = SumOfAll(Damage x Selection Chance)
    6. Compute the Average Cooldown = SumOfAll(Cooldown x Selection Chance)
    7. Compute the Average DPS = Average Damage / Average Cooldown

    Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as Damage x 0.015):

    Attack Damage Cooldown Armor Piercing Chance Factor Initial Selection Weight Category Final Selection Weight Selection Chance
    head 31 2.2 20.64 Best 0.75 75.0%
    handle 15 1.6 11.48 Mid 0.125 12.5%
    left fist (archotech arm) 14 2 8.47 Mid 0.125 12.5%
    right fist 8.2 2 4.60 Worst 0.00 0.0%
    teeth 8.2 2 0.07 0.32 Worst 0.00 0.0%
    head 5 2 0.2 0.54 Worst 0.00 0.0%

    Average Damage = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875

    Average Cooldown = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100

    Average DPS = 26.875 / 2.100 = 12.80

    Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from Worst to Mid.

    There is a peculiarity in the description above as it seems that the AccuracyTouch properties of ranged weapons is not used. This may be a bug as it seems intended that it should have been used.

    Biocoding[edit]

    Any weapons carried by non-colonists can arrive on the map "biocoded", meaning that weapon is only usable by the specific pawn that the weapon is biocoded to. Biocoding on weapons cannot be changed or erased, but pawns recruited as colonists will still be able to use weapons biocoded to them. These weapons are occasionally found on raiders, guests and other pawns, and cannot be sold. They can be smelted and have a specific option in both the bill menu and in stockpiles to allow their sorting.

    Unobtainable weapons[edit]

    Certain weapons are equipped exclusively by mechanoids or turrets. These cannot be obtained independently from their regular users without the use of dev mode. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.

    Gallery[edit]

    Version history[edit]

    • 0.0.245 - Shooting accuracy split into misses due to equipment and misses due to skill.
    • 0.0.250 - Melee attacks incap more than guns and explosives. N.b. That this change may or may not be represented in the current version. It was only added in this previous version.
    • 0.8.657 - Melee weapons have a quality. Can now craft any kind of melee weapon from appropriate materials.
    • 0.9.722 - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.
    • Beta 19/1.0 - Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS. Serious melee weapons (knife on upward) across the board 5%-10% DPS buff. Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size. Missed shots now have a 50% extra chance of hitting nothing; this will make missed shots less likely to hit random things (but doesn’t change the chance of missing).
    • 1.1.0 - Biocoding added