Difference between revisions of "Longsword"

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==Analysis==
 
==Analysis==
The longsword has the highest base DPS out of any weapon in the game; having a 22.5% higher nominal DPS than the [[mace]], which is the most powerful blunt weapon in the game. [[Plasteel]] longswords are extremely dangerous weapons, and can handily cut down opponents, thanks to their [[gladius]]-like cooldown and enhanced damage per hit.
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The longsword has the highest base DPS out of any melee weapon in Core (DLC-less) RimWorld. In [[Royalty]], they are surpassed by the [[monosword]]{{RoyaltyIcon}} and other ultratech weapons, which can't be crafted by your colony.
  
The longsword's primary disadvantage is that it suffers against the extremely high sharp-armor values of [[Flak vest]]s and [[Marine armor]]. Against enemies with these armor variants, a mace of equal quality is usually superior, particularly if made of [[Uranium]]; even a humble club can often do the job better than a longsword against these armors. However, a plasteel longsword will still outperform a uranium mace against opponents with [[Flak jacket]]s, [[Flak pants]], or [[Plate armor]], and longswords still reign supreme against unarmored or lightly armored opponents.
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The longsword a 22.5% higher nominal DPS than the [[mace]], the most powerful blunt weapon in the game. The mace's primary advantage is the blunt damage, which is better against the high sharp-armor of [[flak vest]]s and [[marine armor]]. Even a humble ([[uranium]]) club can do better than the long sword. A [[plasteel]] longsword does better than a uranium mace against opponents with [[Flak jacket]]s, [[Flak pants]], or [[Plate armor]], and reigns supreme against unarmored opponents.
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As is the case with any sharp weapon, longsword attacks cause bleeding. However, this has little advantage for the player since melee engagements are usually over long before combat penalties due to blood loss can kick in. It makes it marginally harder to save [[prisoner]]s, both from the threat of bleeding and the increased chance of [[infection]].
  
As is the case with any sharp weapon, longsword attacks cause bleeding. However, this has little advantage for the player since melee engagements are usually over long before combat penalties due to blood loss can kick in. It could even be seen as a downside, as any potential [[Prisoner]]s will be more difficult to save from bleeding out, especially if your doctors are busy healing your own colonists.
 
 
{{Weapon Material Table}}
 
{{Weapon Material Table}}
  

Revision as of 06:01, 31 October 2022

Longsword

Longsword

The ancient weapon of kings, the longsword can be used for slashing or stabbing.

Base Stats

Type
EquipmentWeapons
Tech Level
Medieval
Weapon Class
Medieval
Mass
2 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Poke)
13% AP
2 seconds cooldown
Melee Attack 2 
Point
23 dmg (Stab)
34% AP
2.6 seconds cooldown
Melee Attack 3 
Blade
23 dmg (Cut)
34% AP
2.6 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Long blades
Skill Required
Crafting 5
Work To Make
18,000 ticks (5 mins)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 100
Technical
weaponTags
MedievalMeleeAdvanced
thingSetMakerTags
RewardStandardQualitySuper


The longsword is a melee weapon in RimWorld that does a large amount of damage, has a long cooldown, and deals sharp damage.

Acquisition

Longswords can be crafted at any smithy, once the Long Blades research has been completed, from Stuff 100 Stuff (Metallic/Woody, 1000 for SMVs)s (Metallic or Woody), and 18,000 ticks (5 mins) of work.

Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate raiders.

Analysis

The longsword has the highest base DPS out of any melee weapon in Core (DLC-less) RimWorld. In Royalty, they are surpassed by the monoswordContent added by the Royalty DLC and other ultratech weapons, which can't be crafted by your colony.

The longsword a 22.5% higher nominal DPS than the mace, the most powerful blunt weapon in the game. The mace's primary advantage is the blunt damage, which is better against the high sharp-armor of flak vests and marine armor. Even a humble (uranium) club can do better than the long sword. A plasteel longsword does better than a uranium mace against opponents with Flak jackets, Flak pants, or Plate armor, and reigns supreme against unarmored opponents.

As is the case with any sharp weapon, longsword attacks cause bleeding. However, this has little advantage for the player since melee engagements are usually over long before combat penalties due to blood loss can kick in. It makes it marginally harder to save prisoners, both from the threat of bleeding and the increased chance of infection.

Material table

  • Material DPS[1] AP[1] Handle (Poke) Point (Stab) Blade (Cut) HP Value [ExpandCollapse]
    Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Wooden Longsword 3.9 12.18% 8.1 2s 11.7% 4.05 75% 9.2 2.6s 13.6% 3.54 12.5% 9.2 2.6s 13.6% 3.54 12.5% 65 165 Silver
    Bioferrite Longsword 9.98 36.08% 8.1 2s 11.7% 4.05 25% 29.9 2.6s 44.2% 11.5 37.5% 29.9 2.6s 44.2% 11.5 37.5% 200 235 Silver
    Golden Longsword 6.2 22.38% 9 2s 13% 4.5 25% 17.25 2.6s 25.5% 6.63 37.5% 17.25 2.6s 25.5% 6.63 37.5% 60 10060 Silver
    Plasteel Longsword 10.71 30.98% 8.1 1.28s 11.7% 6.33 25% 25.3 1.664s 37.4% 15.2 37.5% 25.3 1.664s 37.4% 15.2 37.5% 280 1045 Silver
    Silver Longsword 6.9 24.93% 9 2s 13% 4.5 25% 19.55 2.6s 28.9% 7.52 37.5% 19.55 2.6s 28.9% 7.52 37.5% 70 1065 Silver
    Steel Longsword 7.96 28.75% 9 2s 13% 4.5 25% 23 2.6s 34% 8.85 37.5% 23 2.6s 34% 8.85 37.5% 100 255 Silver
    Uranium Longsword 8.29 32.93% 13.5 2.42s 19.5% 5.58 25% 25.3 3.146s 37.4% 8.04 37.5% 25.3 3.146s 37.4% 8.04 37.5% 250 725 Silver

    Assuming Normal quality, for the effect of other 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
    2. 2.0 2.1 2.2 Chance for attack to be selected, assuming only the weapon's attack verbs are considered. It may change depending on the melee verbs available to the wielder