Difference between revisions of "Nerve spiker"

From RimWorld Wiki
Jump to navigation Jump to search
 
(6 intermediate revisions by 3 users not shown)
Line 1: Line 1:
 
{{Anomaly}}
 
{{Anomaly}}
{{Spoiler}}
 
{{Stub}}
 
 
{{Infobox main|weapon
 
{{Infobox main|weapon
 
| name = Nerve spiker  
 
| name = Nerve spiker  
Line 18: Line 16:
 
| accuracyMedium = 65
 
| accuracyMedium = 65
 
| accuracyLong = 35
 
| accuracyLong = 35
| accuracyAvg = 62
 
 
| mode = Single-Shot
 
| mode = Single-Shot
 
| warmup = 87
 
| warmup = 87
Line 55: Line 52:
 
| 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.
INTRO TEXT
 
  
 
== Acquisition ==
 
== Acquisition ==
Line 66: Line 62:
  
 
== 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.  
 
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.  
 +
 +
[[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}}
 
== Analysis ==
 
ANALYSIS TEXT
 
  
 
== Version history ==  
 
== Version history ==  

Latest revision as of 05:31, 23 August 2024

Nerve spiker

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

Type
EquipmentWeapons
Tech Level
Medieval
Weapon Class
Medieval
Market Value
62 Silver [Note]
Mass
1.3 kg

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

Crafted At
Bioferrite shaper
Required Research
Bioferrite shaping
Skill Required
Crafting 3
Work To Make
9,000 ticks (2.5 mins)
Work Speed Stat
General Labor Speed
Resources to make
Bioferrite 40
Technical
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 Bioferrite 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]

The nerve spiker is a crossbow like weapon that stuns living targets on hit.

Analysis[edit]

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 Bioferrite 10 bioferrite each. This makes cultist raids a decent source of the material.

Attack table

Ranged

  • Nerve spiker Nerve spiker Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 9.9 14.4% 56% 62.4% 52% 28% 3.2 1.79 1.98 1.66 0.89 31 Silver
    Poor 11 16% 63% 70.2% 58.5% 31.5% 3.55 2.24 2.49 2.09 1.14 47 Silver
    Normal 11 16% 70% 78% 65% 35% 3.55 2.49 2.77 2.31 1.24 62 Silver
    Good 11 16% 77% 85.8% 71.5% 38.5% 3.55 2.73 3.05 2.56 1.38 78 Silver
    Excellent 11 16% 84% 93.6% 78% 42% 3.55 2.98 3.34 2.77 1.49 93 Silver
    Masterwork 13.75 20% 94.5% 100% 87.75% 47.25% 4.44 4.22 4.44 3.91 2.09 155 Silver
    Legendary 16.5 24% 100% 100% 97.5% 52.5% 5.33 5.33 5.33 5.22 2.82 310 Silver

    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
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Nerve spiker 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 37.5% 100 31 Silver
    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 25% 100 47 Silver
    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 12.5% 100 62 Silver
    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 12.5% 100 78 Silver
    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 12.5% 100 93 Silver
    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 12.5% 100 155 Silver
    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 12.5% 100 310 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

    Version history[edit]