Difference between revisions of "Nerve spiker"
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{{Infobox main|weapon | {{Infobox main|weapon | ||
| name = Nerve spiker | | name = Nerve spiker | ||
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| accuracyMedium = 65 | | accuracyMedium = 65 | ||
| accuracyLong = 35 | | accuracyLong = 35 | ||
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| mode = Single-Shot | | mode = Single-Shot | ||
| warmup = 87 | | warmup = 87 | ||
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| thingCategories = WeaponsRanged | | thingCategories = WeaponsRanged | ||
}} | }} | ||
− | + | '''Nerve spikers''' are [[ranged weapon]]s added by the [[Anomaly DLC]] that deal low {{DPS}} but stun organic targets on hit. | |
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== Acquisition == | == Acquisition == | ||
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== Analysis == | == Analysis == | ||
− | + | {{Stub|section=1|reason=Potential for melee blocking, maximum Stun uptime % etc, pairing with aiming time and cooldown factors can you stunlock?}} | |
+ | The Nerve Spiker has a pretty low rate of fire and performs poorly at middle and long range. This makes it good especially in close combat fights and for hunting. It can be aquired early in the game as quest reward due to its low value. Higher quality nerve spikers can hit enemies reliably, especially when paired with a pawn with a high shooting skill. This makes them very valuable in slowing down dangerous enemies. The stun time is between 1 and 4 seconds, dependent on the body size. The target is only adapted after being hit for a short time. | ||
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+ | [[Electric smelter|Smelting]] Nerve Spikers yields {{Icon Small|bioferrite}} 10 [[bioferrite]] each. This makes cultist raids a decent source of the material. | ||
{{Weapon Stats Table}} | {{Weapon Stats Table}} | ||
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== Version history == | == Version history == |
Latest revision as of 05:31, 23 August 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Nerve spiker
A crossbow-like device that throws rough spikes embedded with a paralytic biotoxin. Low damage, but it stuns non-mechanoid targets. Large targets are more resistant to the biotoxin and will be stunned for less time.
Base Stats
Ranged Combat
- Mode
- Single-Shot
- Damage
- 11 dmg (Nerve)
- Armor penetration
- 16%
- Warm-Up
- 87 ticks (1.45 secs)
- Cooldown
- 99 ticks (1.65 secs)
- Range
- 29.9 tile(s)
- Accuracy
- 70% - 78% - 65% - 35%
- Velocity
- 44 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 3.55
- Stopping power
- 0.5
Melee Combat
- Melee Attack 1
- Limb
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 2
- Limb
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Creation
- Required Research
- Bioferrite shaping
- Skill Required
- Crafting 3
- Work To Make
- 9,000 ticks (2.5 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- thingCategories
- WeaponsRanged
- weaponTags
- NerveSpiker
- tradeTags
- HoraxWeapon
Nerve spikers are ranged weapons added by the Anomaly DLC that deal low DPS but stun organic targets on hit.
Acquisition[edit]
Nerve spikers can be crafted at a bioferrite shaper once the bioferrite shaping research project has been completed. Note that this research requires dark study to unlock. Each requires 40 Bioferrite, 9,000 ticks (2.5 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 3.
Summary[edit]
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Details- how long is stun does it provides every time, define living target eyc. |
The nerve spiker is a crossbow like weapon that stuns living targets on hit.
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Potential for melee blocking, maximum Stun uptime % etc, pairing with aiming time and cooldown factors can you stunlock?. |
The Nerve Spiker has a pretty low rate of fire and performs poorly at middle and long range. This makes it good especially in close combat fights and for hunting. It can be aquired early in the game as quest reward due to its low value. Higher quality nerve spikers can hit enemies reliably, especially when paired with a pawn with a high shooting skill. This makes them very valuable in slowing down dangerous enemies. The stun time is between 1 and 4 seconds, dependent on the body size. The target is only adapted after being hit for a short time.
Smelting Nerve Spikers yields 10 bioferrite each. This makes cultist raids a decent source of the material.
Attack table
Ranged
For the full effects of qualities, see Quality. 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.
Melee
Feature | Toggle |
---|---|
Attacks |
Nerve spiker | Limb (Blunt) | Limb (Poke) | Human: Left & right fist (Blunt) | HP | Value | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quality |
DPS[1] | AP[1] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | ||
Awful | 3.98 | 11.6% | 7.2 | 2s | 10.4% | 3.6 | 12.5% | 7.2 | 2s | 10.4% | 3.6 | 12.5% | 8.2 | 2s | 12% | 4.1 | 2× 37.5% | 100 | 31 |
Poor | 4.08 | 11.85% | 8.1 | 2s | 11.7% | 4.05 | 25% | 8.1 | 2s | 11.7% | 4.05 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 25% | 100 | 47 |
Normal | 4.4 | 12.75% | 9 | 2s | 13% | 4.5 | 37.5% | 9 | 2s | 13% | 4.5 | 37.5% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 62 |
Good | 4.74 | 13.73% | 9.9 | 2s | 14.3% | 4.95 | 37.5% | 9.9 | 2s | 14.3% | 4.95 | 37.5% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 78 |
Excellent | 5.08 | 14.7% | 10.8 | 2s | 15.6% | 5.4 | 37.5% | 10.8 | 2s | 15.6% | 5.4 | 37.5% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 93 |
Masterwork | 5.92 | 17.14% | 13.05 | 2s | 18.85% | 6.53 | 37.5% | 13.05 | 2s | 18.85% | 6.53 | 37.5% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 155 |
Legendary | 6.59 | 19.09% | 14.85 | 2s | 21.45% | 7.43 | 37.5% | 14.85 | 2s | 21.45% | 7.43 | 37.5% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 310 |
For the full effects of qualities, see Quality.
- ↑ 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. - ↑ 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
Version history[edit]
- Anomaly DLC Release - Added.