Difference between revisions of "Spear"

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(I don't know how I got 2.4s cooldown for longswords - a big error on my part. Also deeper comparison for Cut v Stab)
(RW intro and add strong melee section)
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== Analysis ==
 
== Analysis ==
 
{{stub|section=1|reason=Comparisons between Cut v Stab types. Comparison to maces/blunt weps}}
 
{{stub|section=1|reason=Comparisons between Cut v Stab types. Comparison to maces/blunt weps}}
Spears have the 2nd highest base damage of all craftable melee weapons, only beaten by the [[longsword]] itself.  
+
The spear is a sharp weapon with a ''very'' similar damage output to the [[longsword]], despite the in-game tooltips stating otherwise. This is because the game does not account for the [[Weapons#Melee formulas|melee verb selection]] mechanic introduced in 1.1.
 
+
 
As is typical with any sharp weapon, spear attacks cause bleeding, but most [[armor]] have higher Sharp armor values than their Blunt armor values. The [[mace]] requires less research and resources to create, and can outperform the spear against high armor, from [[flak vest]]-level equipment onwards. Higher ranking [[Factions#Tribes|tribals]] often use spears for melee fighters.
 
As is typical with any sharp weapon, spear attacks cause bleeding, but most [[armor]] have higher Sharp armor values than their Blunt armor values. The [[mace]] requires less research and resources to create, and can outperform the spear against high armor, from [[flak vest]]-level equipment onwards. Higher ranking [[Factions#Tribes|tribals]] often use spears for melee fighters.
  
 
===Compared to longswords===
 
===Compared to longswords===
For the "Best" category attacks (75% to be selected), the spear has the exact same base {{DPS}} as the longsword. The spear also has more {{AP}}. Additionally, the spear is cheaper, costing 25 materials less. The "Mid" attacks are not too far behind. This makes the spear numerically superior, but this is before considering the ''type'' of damage.
+
For the "Best" category attacks (75% to be selected), the spear has the exact same base {{DPS}} as the longsword. The "Mid" attacks of the spear are also better. The spear has a noticeably greater {{AP}}, too. Additionally, the spear is cheaper, costing 25 materials less. This makes the spear numerically superior, but this is before considering the ''type'' of damage.
 +
 
 +
Longswords can ''Cut'' or ''Stab'' for its best attack, with an equal chance for each. Spears can only ''Stab''. Cut damage can cleave, meaning it is spread throughout multiple body parts. However, when an attack cleaves, it deals a total of x1.4 damage (spread throughout body parts). If a Cut attack actually reduces a part's HP to 0, it is more likely to destroy it. However, the stab attack is more likely to destroy longer limbs, as it is always concentrated on a single part.
 +
 
 +
* At normal-excellent qualities, longswords would generally be better (at least more consistent) for fighting against unarmored humanoid pawns, due to the increased [[pain]] from the cleaving damage. Spears would be better for fighting against armored enemies due to the higher {{AP}}.
 +
 
 +
* However, a masterwork [[plasteel]] spear / sword will be able to one-shot a human's torso, the most likely body part to be hit. The spear will more consistently one-shot human enemies, as the damage won't be spread out. With this advantage, the spear becomes ''practically'' better against any sort of humanoid enemy, while retaining its bonus against armored enemies.
  
Longswords can ''Cut'' or ''Stab'' for its best attack, at equal chances. Spears can only ''Stab''. Cut damage can cleave, meaning it is spread throughout multiple body parts. However, when an attack cleaves, it deals a total of x1.4 damage (spread throughout body parts). If a Cut attack actually reduces a part's HP to 0, it is more likely to destroy it. However, the stab attack is more likely to destroy longer limbs, as it is always concentrated on a single part.  
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====With strong melee gene====
 +
With the [[Genes#Strong melee damage|strong melee ''damage'']] gene,{{BiotechIcon}} the comparisons change  drastically. High quality longswords can now one-shot the torso, which was a major advantage of the spear. The spear's {{AP}} becomes less of a factor, as the gene boosts the AP of both weapons to where high quality longswords will outright ignore many types of armor.
  
* At normal-excellent qualities, longswords would generally better (at least more consistent) for fighting against unarmored humanoid pawns, due to the increased [[pain]] from the cleaving damage. Spears would be better for fighting against armored enemies due to the higher {{AP}}.
+
Swords gain another big advantage when combined with the damage gene - their cleave attacks. High quality longswords now deal enough damage, that a single ''cleave'' attack is able to down through [[pain shock]], even if it doesn't destroy any body parts. In order to reach this threshold, you must reach, at least, excellent plasteel or masterwork steel longsword. The spear, being restricted to ''Stab'' attacks, can only ever damage 1 part at a time. If a spear stabs an arm, then it can only damage the arm, resulting in a large waste of damage. If the sword procs the ''cleave'' attack, then it is likely to down a human, regardless of where it lands.
  
* However, a masterwork [[plasteel]] spear / sword will be able to one-shot a human's torso, the most likely body part to hit. The spear will more consistently one-shot than the longsword, which has a chance to spread damage to other parts and not kill the torso. The spear retains its advantaged against armored enemies, but becomes better against human enemies.
+
Therefore, high quality steel / plasteel longswords will end up outclassing the equivalent spear. They share the same one-shot kill chance, but the sword has a greater chance to down humans due to the cleave attack. Masterwork plasteel swords have so much {{AP}}, that no non-human enemy has enough armor to resist it. Against enemies much larger than humans, the spear/sword can not longer one-shot; the sword ends up having more DPS due to the cleave bonus. The spear may be better against large [[mechanoid]]s, who cannot be downed from pain, but this has yet to be tested and both weapons are incredibly strong anyways.
  
 
{{Weapon Quality Table}}
 
{{Weapon Quality Table}}

Revision as of 22:09, 2 February 2023

Spear

Spear

A polearm tipped with a sharp point for stabbing opponents.

Base Stats

Type
EquipmentWeapons
Tech Level
Neolithic
Weapon Class
Neolithic
Mass
2 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Shaft
13 dmg (Blunt)
20% AP
2.6 seconds cooldown
Melee Attack 2 
Shaft
13 dmg (Poke)
20% AP
2.6 seconds cooldown
Melee Attack 3 
Point
23 dmg (Stab)
50% AP
2.6 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Long blades
Skill Required
Crafting 4
Work To Make
12,000 ticks (3.33 mins)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 75
Technical
weaponTags
NeolithicMeleeAdvanced, MedievalMeleeAdvanced


The spear is a melee weapon that does a large amount of damage, has a fairly long cooldown, and deals sharp damage.

Acquisition

Spears can be crafted at any smithy once the Long Blades research has been completed, from Stuff 75 Stuff (Metallic/Woody, 750 for SMVs) and 12,000 ticks (3.33 mins) of work.

Spears can be purchased from any combat supplier or war merchant, or obtained from several kinds of melee raiders.

Analysis

The spear is a sharp weapon with a very similar damage output to the longsword, despite the in-game tooltips stating otherwise. This is because the game does not account for the melee verb selection mechanic introduced in 1.1.

As is typical with any sharp weapon, spear attacks cause bleeding, but most armor have higher Sharp armor values than their Blunt armor values. The mace requires less research and resources to create, and can outperform the spear against high armor, from flak vest-level equipment onwards. Higher ranking tribals often use spears for melee fighters.

Compared to longswords

For the "Best" category attacks (75% to be selected), the spear has the exact same base DPS as the longsword. The "Mid" attacks of the spear are also better. The spear has a noticeably greater AP, too. Additionally, the spear is cheaper, costing 25 materials less. This makes the spear numerically superior, but this is before considering the type of damage.

Longswords can Cut or Stab for its best attack, with an equal chance for each. Spears can only Stab. Cut damage can cleave, meaning it is spread throughout multiple body parts. However, when an attack cleaves, it deals a total of x1.4 damage (spread throughout body parts). If a Cut attack actually reduces a part's HP to 0, it is more likely to destroy it. However, the stab attack is more likely to destroy longer limbs, as it is always concentrated on a single part.

  • At normal-excellent qualities, longswords would generally be better (at least more consistent) for fighting against unarmored humanoid pawns, due to the increased pain from the cleaving damage. Spears would be better for fighting against armored enemies due to the higher AP.
  • However, a masterwork plasteel spear / sword will be able to one-shot a human's torso, the most likely body part to be hit. The spear will more consistently one-shot human enemies, as the damage won't be spread out. With this advantage, the spear becomes practically better against any sort of humanoid enemy, while retaining its bonus against armored enemies.

With strong melee gene

With the strong melee damage gene,Content added by the Biotech DLC the comparisons change drastically. High quality longswords can now one-shot the torso, which was a major advantage of the spear. The spear's AP becomes less of a factor, as the gene boosts the AP of both weapons to where high quality longswords will outright ignore many types of armor.

Swords gain another big advantage when combined with the damage gene - their cleave attacks. High quality longswords now deal enough damage, that a single cleave attack is able to down through pain shock, even if it doesn't destroy any body parts. In order to reach this threshold, you must reach, at least, excellent plasteel or masterwork steel longsword. The spear, being restricted to Stab attacks, can only ever damage 1 part at a time. If a spear stabs an arm, then it can only damage the arm, resulting in a large waste of damage. If the sword procs the cleave attack, then it is likely to down a human, regardless of where it lands.

Therefore, high quality steel / plasteel longswords will end up outclassing the equivalent spear. They share the same one-shot kill chance, but the sword has a greater chance to down humans due to the cleave attack. Masterwork plasteel swords have so much AP, that no non-human enemy has enough armor to resist it. Against enemies much larger than humans, the spear/sword can not longer one-shot; the sword ends up having more DPS due to the cleave bonus. The spear may be better against large mechanoids, who cannot be downed from pain, but this has yet to be tested and both weapons are incredibly strong anyways.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Spear Spear Shaft (Blunt) Shaft (Poke) Point (Stab) 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 7.97 42.3% 9.36 2.6s 14.4% 3.6 6.25% 9.36 2.6s 14.4% 3.6 6.25% 23.92 2.6s 52% 9.2 75% 8.2 2s 12% 4.1 6.25% 200 82 Silver
    Awful Gold Gold 5.02 26% 10.4 2.6s 16% 4 6.25% 10.4 2.6s 16% 4 6.25% 13.8 2.6s 30% 5.31 75% 8.2 2s 12% 4.1 6.25% 60 3770 Silver
    Awful Plasteel Plasteel 8.39 36.3% 9.36 2.08s 14.4% 4.5 6.25% 9.36 2.08s 14.4% 4.5 6.25% 20.24 2.08s 44% 9.73 75% 8.2 2s 12% 4.1 6.25% 280 385 Silver
    Awful Silver Silver 5.57 29% 10.4 2.6s 16% 4 6.25% 10.4 2.6s 16% 4 6.25% 15.64 2.6s 34% 6.02 75% 8.2 2s 12% 4.1 6.25% 70 395 Silver
    Awful Steel Steel 6.39 33.5% 10.4 2.6s 16% 4 6.25% 10.4 2.6s 16% 4 6.25% 18.4 2.6s 40% 7.08 75% 8.2 2s 12% 4.1 6.25% 100 93 Silver
    Awful Uranium Uranium 6.6 37.5% 15.6 2.86s 24% 5.45 6.25% 15.6 2.86s 24% 5.45 6.25% 20.24 2.86s 44% 7.08 75% 8.2 2s 12% 4.1 6.25% 250 265 Silver
    Awful Wood Wood 3.87 12.73% 9.36 2.6s 14.4% 3.6 8.33% 9.36 2.6s 14.4% 3.6 8.33% 7.36 2.6s 16% 2.83 8.33% 8.2 2s 12% 4.1 37.5% 65 60 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 8.92 47.4% 10.53 2.6s 16.2% 4.05 6.25% 10.53 2.6s 16.2% 4.05 6.25% 26.91 2.6s 58.5% 10.35 75% 8.2 2s 12% 4.1 6.25% 200 123 Silver
    Poor Gold Gold 5.6 29.06% 11.7 2.6s 18% 4.5 6.25% 11.7 2.6s 18% 4.5 6.25% 15.53 2.6s 33.75% 5.97 75% 8.2 2s 12% 4.1 6.25% 60 5655 Silver
    Poor Plasteel Plasteel 9.38 40.65% 10.53 2.08s 16.2% 5.06 6.25% 10.53 2.08s 16.2% 5.06 6.25% 22.77 2.08s 49.5% 10.95 75% 8.2 2s 12% 4.1 6.25% 280 575 Silver
    Poor Silver Silver 6.21 32.44% 11.7 2.6s 18% 4.5 6.25% 11.7 2.6s 18% 4.5 6.25% 17.6 2.6s 38.25% 6.77 75% 8.2 2s 12% 4.1 6.25% 70 595 Silver
    Poor Steel Steel 7.13 37.5% 11.7 2.6s 18% 4.5 6.25% 11.7 2.6s 18% 4.5 6.25% 20.7 2.6s 45% 7.96 75% 8.2 2s 12% 4.1 6.25% 100 139 Silver
    Poor Uranium Uranium 7.37 42% 17.55 2.86s 27% 6.14 6.25% 17.55 2.86s 27% 6.14 6.25% 22.77 2.86s 49.5% 7.96 75% 8.2 2s 12% 4.1 6.25% 250 400 Silver
    Poor Wood Wood 3.83 15.08% 10.53 2.6s 16.2% 4.05 18.75% 10.53 2.6s 16.2% 4.05 18.75% 8.28 2.6s 18% 3.18 25% 8.2 2s 12% 4.1 18.75% 65 90 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 9.75 53.25% 11.7 2.6s 18% 4.5 12.5% 11.7 2.6s 18% 4.5 12.5% 29.9 2.6s 65% 11.5 75% 8.2 2s 12% 4.1 0% 200 164 Silver
    Normal Gold Gold 6.17 32.13% 13 2.6s 20% 5 6.25% 13 2.6s 20% 5 6.25% 17.25 2.6s 37.5% 6.63 75% 8.2 2s 12% 4.1 6.25% 60 7540 Silver
    Normal Plasteel Plasteel 10.53 45.75% 11.7 2.08s 18% 5.63 12.5% 11.7 2.08s 18% 5.63 12.5% 25.3 2.08s 55% 12.16 75% 8.2 2s 12% 4.1 0% 280 770 Silver
    Normal Silver Silver 6.86 35.88% 13 2.6s 20% 5 6.25% 13 2.6s 20% 5 6.25% 19.55 2.6s 42.5% 7.52 75% 8.2 2s 12% 4.1 6.25% 70 795 Silver
    Normal Steel Steel 7.88 41.5% 13 2.6s 20% 5 6.25% 13 2.6s 20% 5 6.25% 23 2.6s 50% 8.85 75% 8.2 2s 12% 4.1 6.25% 100 186 Silver
    Normal Uranium Uranium 8.15 46.5% 19.5 2.86s 30% 6.82 6.25% 19.5 2.86s 30% 6.82 6.25% 25.3 2.86s 55% 8.85 75% 8.2 2s 12% 4.1 6.25% 250 530 Silver
    Normal Wood Wood 4.36 17.17% 11.7 2.6s 18% 4.5 37.5% 11.7 2.6s 18% 4.5 37.5% 9.2 2.6s 20% 3.54 8.33% 8.2 2s 12% 4.1 8.33% 65 120 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 10.73 58.58% 12.87 2.6s 19.8% 4.95 12.5% 12.87 2.6s 19.8% 4.95 12.5% 32.89 2.6s 71.5% 12.65 75% 8.2 2s 12% 4.1 0% 200 205 Silver
    Good Gold Gold 6.75 35.19% 14.3 2.6s 22% 5.5 6.25% 14.3 2.6s 22% 5.5 6.25% 18.98 2.6s 41.25% 7.3 75% 8.2 2s 12% 4.1 6.25% 60 8040 Silver
    Good Plasteel Plasteel 11.58 50.33% 12.87 2.08s 19.8% 6.19 12.5% 12.87 2.08s 19.8% 6.19 12.5% 27.83 2.08s 60.5% 13.38 75% 8.2 2s 12% 4.1 0% 280 960 Silver
    Good Silver Silver 7.5 39.31% 14.3 2.6s 22% 5.5 6.25% 14.3 2.6s 22% 5.5 6.25% 21.51 2.6s 46.75% 8.27 75% 8.2 2s 12% 4.1 6.25% 70 990 Silver
    Good Steel Steel 8.63 45.5% 14.3 2.6s 22% 5.5 6.25% 14.3 2.6s 22% 5.5 6.25% 25.3 2.6s 55% 9.73 75% 8.2 2s 12% 4.1 6.25% 100 230 Silver
    Good Uranium Uranium 8.93 51% 21.45 2.86s 33% 7.5 6.25% 21.45 2.86s 33% 7.5 6.25% 27.83 2.86s 60.5% 9.73 75% 8.2 2s 12% 4.1 6.25% 250 665 Silver
    Good Wood Wood 4.75 18.68% 12.87 2.6s 19.8% 4.95 37.5% 12.87 2.6s 19.8% 4.95 37.5% 10.12 2.6s 22% 3.89 8.33% 8.2 2s 12% 4.1 8.33% 65 150 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 11.7 63.9% 14.04 2.6s 21.6% 5.4 12.5% 14.04 2.6s 21.6% 5.4 12.5% 35.88 2.6s 78% 13.8 75% 8.2 2s 12% 4.1 0% 200 245 Silver
    Excellent Gold Gold 7.33 38.25% 15.6 2.6s 24% 6 6.25% 15.6 2.6s 24% 6 6.25% 20.7 2.6s 45% 7.96 75% 8.2 2s 12% 4.1 6.25% 60 8540 Silver
    Excellent Plasteel Plasteel 12.63 54.9% 14.04 2.08s 21.6% 6.75 12.5% 14.04 2.08s 21.6% 6.75 12.5% 30.36 2.08s 66% 14.6 75% 8.2 2s 12% 4.1 0% 280 1155 Silver
    Excellent Silver Silver 8.15 42.75% 15.6 2.6s 24% 6 6.25% 15.6 2.6s 24% 6 6.25% 23.46 2.6s 51% 9.02 75% 8.2 2s 12% 4.1 6.25% 70 1190 Silver
    Excellent Steel Steel 9.38 49.5% 15.6 2.6s 24% 6 6.25% 15.6 2.6s 24% 6 6.25% 27.6 2.6s 60% 10.62 75% 8.2 2s 12% 4.1 6.25% 100 280 Silver
    Excellent Uranium Uranium 9.71 55.5% 23.4 2.86s 36% 8.18 6.25% 23.4 2.86s 36% 8.18 6.25% 30.36 2.86s 66% 10.62 75% 8.2 2s 12% 4.1 6.25% 250 800 Silver
    Excellent Wood Wood 5.13 20.2% 14.04 2.6s 21.6% 5.4 37.5% 14.04 2.6s 21.6% 5.4 37.5% 11.04 2.6s 24% 4.25 8.33% 8.2 2s 12% 4.1 8.33% 65 180 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 14.14 77.21% 16.97 2.6s 26.1% 6.53 12.5% 16.97 2.6s 26.1% 6.53 12.5% 43.36 2.6s 94.25% 16.68 75% 8.2 2s 12% 4.1 0% 200 410 Silver
    Masterwork Gold Gold 8.77 45.91% 18.85 2.6s 29% 7.25 6.25% 18.85 2.6s 29% 7.25 6.25% 25.01 2.6s 54.38% 9.62 75% 8.2 2s 12% 4.1 6.25% 60 9540 Silver
    Masterwork Plasteel Plasteel 15.27 66.34% 16.97 2.08s 26.1% 8.16 12.5% 16.97 2.08s 26.1% 8.16 12.5% 36.69 2.08s 79.75% 17.64 75% 8.2 2s 12% 4.1 0% 280 1925 Silver
    Masterwork Silver Silver 9.76 51.34% 18.85 2.6s 29% 7.25 6.25% 18.85 2.6s 29% 7.25 6.25% 28.35 2.6s 61.63% 10.9 75% 8.2 2s 12% 4.1 6.25% 70 1985 Silver
    Masterwork Steel Steel 11.43 61.63% 18.85 2.6s 29% 7.25 12.5% 18.85 2.6s 29% 7.25 12.5% 33.35 2.6s 72.5% 12.83 75% 8.2 2s 12% 4.1 0% 100 465 Silver
    Masterwork Uranium Uranium 12.09 70.69% 28.28 2.86s 43.5% 9.89 12.5% 28.28 2.86s 43.5% 9.89 12.5% 36.69 2.86s 79.75% 12.83 75% 8.2 2s 12% 4.1 0% 250 1330 Silver
    Masterwork Wood Wood 6.08 23.99% 16.97 2.6s 26.1% 6.53 37.5% 16.97 2.6s 26.1% 6.53 37.5% 13.34 2.6s 29% 5.13 8.33% 8.2 2s 12% 4.1 8.33% 65 300 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 18.98 107.25% 19.31 2.6s 29.7% 7.43 0% 19.31 2.6s 29.7% 7.43 0% 49.34 2.6s 107.25% 18.98 100% 8.2 2s 12% 4.1 0% 200 820 Silver
    Legendary Gold Gold 9.92 52.03% 21.45 2.6s 33% 8.25 6.25% 21.45 2.6s 33% 8.25 6.25% 28.46 2.6s 61.88% 10.95 75% 8.2 2s 12% 4.1 6.25% 60 10540 Silver
    Legendary Plasteel Plasteel 17.37 75.49% 19.31 2.08s 29.7% 9.28 12.5% 19.31 2.08s 29.7% 9.28 12.5% 41.75 2.08s 90.75% 20.07 75% 8.2 2s 12% 4.1 0% 280 3770 Silver
    Legendary Silver Silver 11.37 60.84% 21.45 2.6s 33% 8.25 12.5% 21.45 2.6s 33% 8.25 12.5% 32.26 2.6s 70.13% 12.41 75% 8.2 2s 12% 4.1 0% 70 3795 Silver
    Legendary Steel Steel 13.01 70.13% 21.45 2.6s 33% 8.25 12.5% 21.45 2.6s 33% 8.25 12.5% 37.95 2.6s 82.5% 14.6 75% 8.2 2s 12% 4.1 0% 100 930 Silver
    Legendary Uranium Uranium 13.76 80.44% 32.18 2.86s 49.5% 11.25 12.5% 32.18 2.86s 49.5% 11.25 12.5% 41.75 2.86s 90.75% 14.6 75% 8.2 2s 12% 4.1 0% 250 2660 Silver
    Legendary Wood Wood 6.84 27.03% 19.31 2.6s 29.7% 7.43 37.5% 19.31 2.6s 29.7% 7.43 37.5% 15.18 2.6s 33% 5.84 8.33% 8.2 2s 12% 4.1 8.33% 65 600 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