Difference between revisions of "Longsword"

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The longsword has the highest base DPS out of any melee weapon in Core RimWorld. In the [[Royalty DLC]]{{RoyaltyIcon}}, they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony.
 
The longsword has the highest base DPS out of any melee weapon in Core RimWorld. In the [[Royalty DLC]]{{RoyaltyIcon}}, they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony.
  
The longsword has a 22.5% higher nominal DPS than the [[mace]], the most powerful blunt weapon that can be crafted. The mace's primary advantage is the blunt damage; sharp damage is heavily resisted by the likes of [[flak vest]]s and [[marine armor]]. Even a humble ([[uranium]]) club can do better against those targets. Breakpoints vary by [[quality]] and material. In general, a [[plasteel]] longsword does better than a uranium mace against opponents wearing just [[flak jacket]]s or [[flak pants]], and reigns supreme against unarmored opponents.
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===Sharp vs Blunt===
 +
The longsword is the strongest craftable sharp weapon in the game. The [[mace]] is the strongest craftable blunt weapon, at least without the [[Royalty DLC]].
  
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]].
+
The longsword has a 22.5% higher nominal DPS than the [[mace]]. However, most enemies with armor will have ''much'' more Sharp armor than Blunt armor. For example, a [[flak vest]] has 100% Sharp armor, but only 40% Blunt armor. While the mace has less {{AP}}, most enemies have little blunt armor, resulting in an "armor-piercing" effect.
 +
 
 +
Blunt damage has a few small advantages besides the armor it checks:
 +
* Damage spread. Longswords can either ''Stab'' or ''Cut''. If a Stab would destroy a body part, then any further damage is wasted. Cut damage has a chance to ''cleave'', which spreads damage equally between body parts. Meanwhile, blunt weapons will always target a single part - and if it destroys a part, then further damage is spread to the parent part (destroying a finger would damage the arm). However, this is not likely to be relevant for weapons below Masterwork quality, as neither weapon will cause much overkill in a single hit.
 +
* If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation; it can stun regardless of organic status. <br>This chance to stun is rather small and depends on both the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso.
 +
 
 +
In contrast, the longsword has a few advantages besides its raw DPS:
 +
* The sword's Cut attack has a special bonus - if it ''cleaves'', then the total amount of damage is multiplied by 140%. The sword is less effective at destroying larger body parts, but causes more damage overall, which increases overall [[pain]].
 +
* Like any sharp weapon, longswords will 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. This may even be a disadvantage as it makes it harder to save [[prisoner]]s.
 +
 
 +
Overall, the most relevant comparison ''is'' the type of armor that both weapons check.
 +
 
 +
Breakpoints for when each weapon is better vary by [[quality]] and material. In general, a [[plasteel]] longsword beats the same quality [[uranium]] mace against unarmored humans and lightly armored humans, such as [[flak jacket]]s without the corresponding vest. The sword is also better against light mechs like [[scyther]]s and [[lancer]]s. The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. Similar comparisons can be made between steel longswords vs steel maces.
  
 
{{Weapon Quality Table}}
 
{{Weapon Quality Table}}

Revision as of 01:39, 4 February 2023

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), 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 RimWorld. In the Royalty DLCContent added by the Royalty DLC, they are surpassed by the monosword and other ultratech weapons, though those can't be crafted by your colony.

Sharp vs Blunt

The longsword is the strongest craftable sharp weapon in the game. The mace is the strongest craftable blunt weapon, at least without the Royalty DLC.

The longsword has a 22.5% higher nominal DPS than the mace. However, most enemies with armor will have much more Sharp armor than Blunt armor. For example, a flak vest has 100% Sharp armor, but only 40% Blunt armor. While the mace has less AP, most enemies have little blunt armor, resulting in an "armor-piercing" effect.

Blunt damage has a few small advantages besides the armor it checks:

  • Damage spread. Longswords can either Stab or Cut. If a Stab would destroy a body part, then any further damage is wasted. Cut damage has a chance to cleave, which spreads damage equally between body parts. Meanwhile, blunt weapons will always target a single part - and if it destroys a part, then further damage is spread to the parent part (destroying a finger would damage the arm). However, this is not likely to be relevant for weapons below Masterwork quality, as neither weapon will cause much overkill in a single hit.
  • If a blunt weapon hits the torso or a equivalent body part (a scyther's thorax, a centipede 1st body ring...), then the target has a chance to be stunned for a short time. This is completely independent from EMP and mechanoid adaptation; it can stun regardless of organic status.
    This chance to stun is rather small and depends on both the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso.

In contrast, the longsword has a few advantages besides its raw DPS:

  • The sword's Cut attack has a special bonus - if it cleaves, then the total amount of damage is multiplied by 140%. The sword is less effective at destroying larger body parts, but causes more damage overall, which increases overall pain.
  • Like any sharp weapon, longswords will 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. This may even be a disadvantage as it makes it harder to save prisoners.

Overall, the most relevant comparison is the type of armor that both weapons check.

Breakpoints for when each weapon is better vary by quality and material. In general, a plasteel longsword beats the same quality uranium mace against unarmored humans and lightly armored humans, such as flak jackets without the corresponding vest. The sword is also better against light mechs like scythers and lancers. The uranium mace would do better against flak vests and all sorts of power armor, as well as larger mechs like centipedes. Similar comparisons can be made between steel longswords vs steel maces.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Longsword Longsword Handle (Poke) Point (Stab) Blade (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] Dam. Cool. AP DPS Chance[2]
    Awful Bioferrite Bioferrite Content added by the Anomaly DLC 8.1 29.3% 6.48 2s 9.36% 3.24 8.33% 23.92 2.6s 35.36% 9.2 37.5% 23.92 2.6s 35.36% 9.2 37.5% 8.2 2s 12% 4.1 8.33% 200 119 Silver
    Awful Gold Gold 5.03 18.17% 7.2 2s 10.4% 3.6 8.33% 13.8 2.6s 20.4% 5.31 37.5% 13.8 2.6s 20.4% 5.31 37.5% 8.2 2s 12% 4.1 8.33% 60 5030 Silver
    Awful Plasteel Plasteel 8.43 25.22% 6.48 1.6s 9.36% 4.05 8.33% 20.24 2.08s 29.92% 9.73 37.5% 20.24 2.08s 29.92% 9.73 37.5% 8.2 2s 12% 4.1 8.33% 280 520 Silver
    Awful Silver Silver 5.59 20.21% 7.2 2s 10.4% 3.6 8.33% 15.64 2.6s 23.12% 6.02 37.5% 15.64 2.6s 23.12% 6.02 37.5% 8.2 2s 12% 4.1 8.33% 70 530 Silver
    Awful Steel Steel 6.44 23.27% 7.2 2s 10.4% 3.6 8.33% 18.4 2.6s 27.2% 7.08 37.5% 18.4 2.6s 27.2% 7.08 37.5% 8.2 2s 12% 4.1 8.33% 100 127 Silver
    Awful Uranium Uranium 6.55 25.74% 10.8 2.2s 15.6% 4.91 8.33% 20.24 2.86s 29.92% 7.08 37.5% 20.24 2.86s 29.92% 7.08 37.5% 8.2 2s 12% 4.1 8.33% 250 360 Silver
    Awful Wood Wood 3.77 11.59% 6.48 2s 9.36% 3.24 8.33% 7.36 2.6s 10.88% 2.83 8.33% 7.36 2.6s 10.88% 2.83 8.33% 8.2 2s 12% 4.1 37.5% 65 83 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 9.04 32.71% 7.29 2s 10.53% 3.65 8.33% 26.91 2.6s 39.78% 10.35 37.5% 26.91 2.6s 39.78% 10.35 37.5% 8.2 2s 12% 4.1 8.33% 200 178 Silver
    Poor Gold Gold 5.59 20.19% 8.1 2s 11.7% 4.05 8.33% 15.53 2.6s 22.95% 5.97 37.5% 15.53 2.6s 22.95% 5.97 37.5% 8.2 2s 12% 4.1 8.33% 60 7545 Silver
    Poor Plasteel Plasteel 9.4 28.12% 7.29 1.6s 10.53% 4.56 8.33% 22.77 2.08s 33.66% 10.95 37.5% 22.77 2.08s 33.66% 10.95 37.5% 8.2 2s 12% 4.1 8.33% 280 780 Silver
    Poor Silver Silver 6.22 22.48% 8.1 2s 11.7% 4.05 8.33% 17.6 2.6s 26.01% 6.77 37.5% 17.6 2.6s 26.01% 6.77 37.5% 8.2 2s 12% 4.1 8.33% 70 800 Silver
    Poor Steel Steel 7.17 25.93% 8.1 2s 11.7% 4.05 8.33% 20.7 2.6s 30.6% 7.96 37.5% 20.7 2.6s 30.6% 7.96 37.5% 8.2 2s 12% 4.1 8.33% 100 191 Silver
    Poor Uranium Uranium 7.31 28.71% 12.15 2.2s 17.55% 5.52 8.33% 22.77 2.86s 33.66% 7.96 37.5% 22.77 2.86s 33.66% 7.96 37.5% 8.2 2s 12% 4.1 8.33% 250 540 Silver
    Poor Wood Wood 3.88 11.92% 7.29 2s 10.53% 3.65 8.33% 8.28 2.6s 12.24% 3.18 8.33% 8.28 2.6s 12.24% 3.18 8.33% 8.2 2s 12% 4.1 37.5% 65 124 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 9.99 36.13% 8.1 2s 11.7% 4.05 8.33% 29.9 2.6s 44.2% 11.5 37.5% 29.9 2.6s 44.2% 11.5 37.5% 8.2 2s 12% 4.1 8.33% 200 235 Silver
    Normal Gold Gold 6.14 22.21% 9 2s 13% 4.5 8.33% 17.25 2.6s 25.5% 6.63 37.5% 17.25 2.6s 25.5% 6.63 37.5% 8.2 2s 12% 4.1 8.33% 60 10060 Silver
    Normal Plasteel Plasteel 10.37 31.03% 8.1 1.6s 11.7% 5.06 8.33% 25.3 2.08s 37.4% 12.16 37.5% 25.3 2.08s 37.4% 12.16 37.5% 8.2 2s 12% 4.1 8.33% 280 1045 Silver
    Normal Silver Silver 6.85 24.76% 9 2s 13% 4.5 8.33% 19.55 2.6s 28.9% 7.52 37.5% 19.55 2.6s 28.9% 7.52 37.5% 8.2 2s 12% 4.1 8.33% 70 1065 Silver
    Normal Steel Steel 7.9 28.58% 9 2s 13% 4.5 8.33% 23 2.6s 34% 8.85 37.5% 23 2.6s 34% 8.85 37.5% 8.2 2s 12% 4.1 8.33% 100 255 Silver
    Normal Uranium Uranium 8.07 31.68% 13.5 2.2s 19.5% 6.14 8.33% 25.3 2.86s 37.4% 8.85 37.5% 25.3 2.86s 37.4% 8.85 37.5% 8.2 2s 12% 4.1 8.33% 250 725 Silver
    Normal Wood Wood 3.92 12.33% 8.1 2s 11.7% 4.05 25% 9.2 2.6s 13.6% 3.54 12.5% 9.2 2.6s 13.6% 3.54 12.5% 8.2 2s 12% 4.1 25% 65 165 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 10.98 39.68% 8.91 2s 12.87% 4.46 25% 32.89 2.6s 48.62% 12.65 37.5% 32.89 2.6s 48.62% 12.65 37.5% 8.2 2s 12% 4.1 0% 200 295 Silver
    Good Gold Gold 6.7 24.23% 9.9 2s 14.3% 4.95 8.33% 18.98 2.6s 28.05% 7.3 37.5% 18.98 2.6s 28.05% 7.3 37.5% 8.2 2s 12% 4.1 8.33% 60 10560 Silver
    Good Plasteel Plasteel 11.79 34.07% 8.91 1.6s 12.87% 5.57 25% 27.83 2.08s 41.14% 13.38 37.5% 27.83 2.08s 41.14% 13.38 37.5% 8.2 2s 12% 4.1 0% 280 1305 Silver
    Good Silver Silver 7.48 27.03% 9.9 2s 14.3% 4.95 8.33% 21.51 2.6s 31.79% 8.27 37.5% 21.51 2.6s 31.79% 8.27 37.5% 8.2 2s 12% 4.1 8.33% 70 1330 Silver
    Good Steel Steel 8.64 31.24% 9.9 2s 14.3% 4.95 8.33% 25.3 2.6s 37.4% 9.73 37.5% 25.3 2.6s 37.4% 9.73 37.5% 8.2 2s 12% 4.1 8.33% 100 320 Silver
    Good Uranium Uranium 8.82 34.64% 14.85 2.2s 21.45% 6.75 8.33% 27.83 2.86s 41.14% 9.73 37.5% 27.83 2.86s 41.14% 9.73 37.5% 8.2 2s 12% 4.1 8.33% 250 905 Silver
    Good Wood Wood 4.32 13.02% 8.91 2s 12.87% 4.46 75% 10.12 2.6s 14.96% 3.89 6.25% 10.12 2.6s 14.96% 3.89 6.25% 8.2 2s 12% 4.1 6.25% 65 205 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 11.98 43.29% 9.72 2s 14.04% 4.86 25% 35.88 2.6s 53.04% 13.8 37.5% 35.88 2.6s 53.04% 13.8 37.5% 8.2 2s 12% 4.1 0% 200 355 Silver
    Excellent Gold Gold 7.26 26.25% 10.8 2s 15.6% 5.4 8.33% 20.7 2.6s 30.6% 7.96 37.5% 20.7 2.6s 30.6% 7.96 37.5% 8.2 2s 12% 4.1 8.33% 60 11060 Silver
    Excellent Plasteel Plasteel 12.86 37.17% 9.72 1.6s 14.04% 6.08 25% 30.36 2.08s 44.88% 14.6 37.5% 30.36 2.08s 44.88% 14.6 37.5% 8.2 2s 12% 4.1 0% 280 1565 Silver
    Excellent Silver Silver 8.11 29.31% 10.8 2s 15.6% 5.4 8.33% 23.46 2.6s 34.68% 9.02 37.5% 23.46 2.6s 34.68% 9.02 37.5% 8.2 2s 12% 4.1 8.33% 70 1595 Silver
    Excellent Steel Steel 9.37 33.9% 10.8 2s 15.6% 5.4 8.33% 27.6 2.6s 40.8% 10.62 37.5% 27.6 2.6s 40.8% 10.62 37.5% 8.2 2s 12% 4.1 8.33% 100 380 Silver
    Excellent Uranium Uranium 9.58 37.61% 16.2 2.2s 23.4% 7.36 8.33% 30.36 2.86s 44.88% 10.62 37.5% 30.36 2.86s 44.88% 10.62 37.5% 8.2 2s 12% 4.1 8.33% 250 1085 Silver
    Excellent Wood Wood 4.67 14.07% 9.72 2s 14.04% 4.86 75% 11.04 2.6s 16.32% 4.25 6.25% 11.04 2.6s 16.32% 4.25 6.25% 8.2 2s 12% 4.1 6.25% 65 250 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 14.47 52.31% 11.75 2s 16.97% 5.87 25% 43.36 2.6s 64.09% 16.68 37.5% 43.36 2.6s 64.09% 16.68 37.5% 8.2 2s 12% 4.1 0% 200 590 Silver
    Masterwork Gold Gold 8.66 31.3% 13.05 2s 18.85% 6.53 8.33% 25.01 2.6s 36.98% 9.62 37.5% 25.01 2.6s 36.98% 9.62 37.5% 8.2 2s 12% 4.1 8.33% 60 12060 Silver
    Masterwork Plasteel Plasteel 15.54 44.91% 11.75 1.6s 16.97% 7.34 25% 36.69 2.08s 54.23% 17.64 37.5% 36.69 2.08s 54.23% 17.64 37.5% 8.2 2s 12% 4.1 0% 280 2605 Silver
    Masterwork Silver Silver 9.68 35% 13.05 2s 18.85% 6.53 8.33% 28.35 2.6s 41.91% 10.9 37.5% 28.35 2.6s 41.91% 10.9 37.5% 8.2 2s 12% 4.1 8.33% 70 2660 Silver
    Masterwork Steel Steel 11.54 41.69% 13.05 2s 18.85% 6.53 25% 33.35 2.6s 49.3% 12.83 37.5% 33.35 2.6s 49.3% 12.83 37.5% 8.2 2s 12% 4.1 0% 100 635 Silver
    Masterwork Uranium Uranium 12.03 47.74% 19.58 2.2s 28.28% 8.9 25% 36.69 2.86s 54.23% 12.83 37.5% 36.69 2.86s 54.23% 12.83 37.5% 8.2 2s 12% 4.1 0% 250 1810 Silver
    Masterwork Wood Wood 5.54 16.69% 11.75 2s 16.97% 5.87 75% 13.34 2.6s 19.72% 5.13 6.25% 13.34 2.6s 19.72% 5.13 6.25% 8.2 2s 12% 4.1 6.25% 65 415 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 18.98 72.93% 13.37 2s 19.31% 6.68 0% 49.34 2.6s 72.93% 18.98 50% 49.34 2.6s 72.93% 18.98 50% 8.2 2s 12% 4.1 0% 200 1185 Silver
    Legendary Gold Gold 9.78 35.34% 14.85 2s 21.45% 7.43 8.33% 28.46 2.6s 42.08% 10.95 37.5% 28.46 2.6s 42.08% 10.95 37.5% 8.2 2s 12% 4.1 8.33% 60 13060 Silver
    Legendary Plasteel Plasteel 17.68 51.11% 13.37 1.6s 19.31% 8.35 25% 41.75 2.08s 61.71% 20.07 37.5% 41.75 2.08s 61.71% 20.07 37.5% 8.2 2s 12% 4.1 0% 280 4045 Silver
    Legendary Silver Silver 10.94 39.55% 14.85 2s 21.45% 7.43 8.33% 32.26 2.6s 47.69% 12.41 37.5% 32.26 2.6s 47.69% 12.41 37.5% 8.2 2s 12% 4.1 8.33% 70 4065 Silver
    Legendary Steel Steel 13.13 47.44% 14.85 2s 21.45% 7.43 25% 37.95 2.6s 56.1% 14.6 37.5% 37.95 2.6s 56.1% 14.6 37.5% 8.2 2s 12% 4.1 0% 100 1275 Silver
    Legendary Uranium Uranium 13.68 54.33% 22.28 2.2s 32.18% 10.13 25% 41.75 2.86s 61.71% 14.6 37.5% 41.75 2.86s 61.71% 14.6 37.5% 8.2 2s 12% 4.1 0% 250 3615 Silver
    Legendary Wood Wood 6.24 18.78% 13.37 2s 19.31% 6.68 75% 15.18 2.6s 22.44% 5.84 6.25% 15.18 2.6s 22.44% 5.84 6.25% 8.2 2s 12% 4.1 6.25% 65 825 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