Difference between revisions of "Axe"
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However, the main difference between the two weapons come from their damage types. For their "Best" attack, the axe can only use ''[[Damage Type#Cut|Cut]]'' damage (75%). Meanwhile, the gladius has an equal chance to either ''Cut'' or ''[[Damage Type#Stab|Stab]]'' (37.5% for each). Therefore, the axe is more likely to Cut. Cut damage has multiple interlocking mechanics that make comparison complex: | However, the main difference between the two weapons come from their damage types. For their "Best" attack, the axe can only use ''[[Damage Type#Cut|Cut]]'' damage (75%). Meanwhile, the gladius has an equal chance to either ''Cut'' or ''[[Damage Type#Stab|Stab]]'' (37.5% for each). Therefore, the axe is more likely to Cut. Cut damage has multiple interlocking mechanics that make comparison complex: | ||
* Cut damage has a large chance to ''cleave''. When an attack cleaves, it is spread throughout body parts, but deals x1.4 damage in total. Cut damage causes more [[pain]], but is less likely to destroy an individual body parts. | * Cut damage has a large chance to ''cleave''. When an attack cleaves, it is spread throughout body parts, but deals x1.4 damage in total. Cut damage causes more [[pain]], but is less likely to destroy an individual body parts. | ||
− | * ''If'' cut reduces a body part's damage to 0 HP, it is much more likely to destroy it. To always destroy the body part, a cut would only need 110% of a part's remaining HP. A stab would need to do 170% damage. | + | * ''If'' cut reduces a body part's damage to 0 HP, it is much more likely to destroy it. To always destroy the body part, a cut would only need 110% of a part's remaining HP. A stab would need to do 170% damage. But, as stabs are always concentrated on one body part, stabs are better at destroying large body parts. |
* Stab damage is more likely to hit the internal organs. In addition, stab damage receives no penalty for attacking the internals. This results in a higher one-shot chance. | * Stab damage is more likely to hit the internal organs. In addition, stab damage receives no penalty for attacking the internals. This results in a higher one-shot chance. | ||
The most important factor, by far, is the cleave mechanic. | The most important factor, by far, is the cleave mechanic. |
Revision as of 16:22, 3 February 2023
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Axe
"An advanced form of one of mankind's oldest weapons, the war axe is a short blade attached to a shaft. The simple, ancient design concentrates cutting power generated from strong overhand swings."
Base Stats
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Handle
9 dmg (Poke)
13% AP
2 seconds cooldown - Melee Attack 2
- Edge
15 dmg (Cut)
22% AP
2 seconds cooldown
Creation
- Required Research
- Smithing
- Skill Required
- Crafting 3
- Work To Make
- 7,000 ticks (1.94 mins)
- Stuff Tags
- Metallic, Woody
- weaponTags
- MedievalMeleeDecent
The Axe is a melee weapon added by the Royalty DLC that primarily deals sharp damage.
Note: Although classified by the Ideoligion Weapon Preferences as a 'Melee Blunt' weapon along with weapons that predominately deal blunt damage, its primary attack deal sharp damage. It is unknown if this categorization is a bug or intended behavior.
Acquisition
Axes can be crafted at either a fueled or electric smithy once the Smithing research project has been completed. They require 50 Stuff (Metallic/Woody, 500 for SMVs), 7,000 ticks (1.94 mins) of work, and a Crafting skill of 3.
Alternatively, axes can be purchased from any combat supplier or war merchant and found on raiders and some Empire pawns.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Questions regarding to Cut vs Stab damage. |
The axe is roughly equal to the gladius and mace - all 3 weapons have the same material cost, crafting skill, and research requirements. Maces take 1,000 ticks (16.67 secs) less work, and gladii take 5,000 ticks (1.39 mins) more work. Reducing work will slightly reduce the Market Value of weapons.
Comparison to gladius
In raw stats: the gladius has +5.6% to raw DPS and very slightly more AP, after accounting for melee verb selection. This assumes same material and quality. Either weapon of a superior quality or material will be a better overall weapon.
However, the main difference between the two weapons come from their damage types. For their "Best" attack, the axe can only use Cut damage (75%). Meanwhile, the gladius has an equal chance to either Cut or Stab (37.5% for each). Therefore, the axe is more likely to Cut. Cut damage has multiple interlocking mechanics that make comparison complex:
- Cut damage has a large chance to cleave. When an attack cleaves, it is spread throughout body parts, but deals x1.4 damage in total. Cut damage causes more pain, but is less likely to destroy an individual body parts.
- If cut reduces a body part's damage to 0 HP, it is much more likely to destroy it. To always destroy the body part, a cut would only need 110% of a part's remaining HP. A stab would need to do 170% damage. But, as stabs are always concentrated on one body part, stabs are better at destroying large body parts.
- Stab damage is more likely to hit the internal organs. In addition, stab damage receives no penalty for attacking the internals. This results in a higher one-shot chance.
The most important factor, by far, is the cleave mechanic.
If at least 28.1% of all cut attacks cleave, then the axe will be superior in raw DPS.[Verify Cleave %] Axes are definitely better against small animals, as the axe is more likely to destroy multiple low-HP body parts. Gladii are most likely better against mechanoids - mechs don't feel pain, increasing the value of limb destruction. The weapon that deals more average DPS will be better against humanoids of any armor. Note that this is theoretical and no explicit testing has been conducted.
Comparison to maces
Maces are blunt weapons. Maces have +3.9% raw DPS, but due to cleaving described above, the axe ends up being superior in average DPS. But like with the gladius comparison, there are big differences with their damage types.
- "Armored" enemies tend to have much less Blunt armor than Sharp armor. For example, a set of recon armor has 96% Sharp but only 40% Blunt armor. Therefore, blunt weapons are better against armored enemies.
- Blunt weapons have a superior form of damage propagation. Instead of being spread equally between parts like Cut damage, blunt damage attacks a single part - and only if the part would be destroyed, then overkill damage spreads to component parts. In addition, the mace swings slower but hits stronger. This results in maces being more likely than both the gladius and the axe in destroying large body parts.
- If a blunt attack hits the torso or head, then the target will be stunned for a short time.
With steel weapons, or at lower qualities, the mace would be better against plate armor-level armor, and axes better against unarmored targets. However, higher quality uranium maces is likely better than high quality plasteel axes against any sort of human or human-sized enemy. A good uranium mace can one-shot the head or limbs.
Comparison to other weapons
Compared to more complex melee weapons, an axe is superior in raw DPS to a longsword at least 2 quality levels below. For instance, a legendary steel axe is better than an excellent steel longsword. Warhammers have very slightly more DPS than the axe (less than the mace), but are blunt and swing even slower; the comparison is similar to the mace, but more extreme.
Another potential use is for ideoligion with the Melee Blunt set as Noble weapons, providing a sharp-type weapon option that grants mood buffs instead of penalties.
Attack table
Feature | Toggle |
---|---|
Attacks | |
Quality |
Axe | Handle (Poke) | Edge (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] | ||
Awful | Bioferrite | 6.8 | 19.94% | 6.48 | 2s | 9.36% | 3.24 | 8.33% | 15.6 | 2s | 22.88% | 7.8 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 200 | 50 |
Awful | Gold | 4.36 | 12.77% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 9 | 2s | 13.2% | 4.5 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 60 | 2510 |
Awful | Plasteel | 7.08 | 17.3% | 6.48 | 1.6s | 9.36% | 4.05 | 8.33% | 13.2 | 1.6s | 19.36% | 8.25 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 280 | 255 |
Awful | Silver | 4.81 | 14.09% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 10.2 | 2s | 14.96% | 5.1 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 70 | 265 |
Awful | Steel | 5.48 | 16.07% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 12 | 2s | 17.6% | 6 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 100 | 60 |
Awful | Uranium | 5.62 | 17.82% | 10.8 | 2.2s | 15.6% | 4.91 | 8.33% | 13.2 | 2.2s | 19.36% | 6 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 250 | 174 |
Awful | Wood | 3.78 | 11.05% | 6.48 | 2s | 9.36% | 3.24 | 12.5% | 4.8 | 2s | 7.04% | 2.4 | 12.5% | 8.2 | 2s | 12% | 4.1 | 2× 37.5% | 65 | 39 |
Poor | Bioferrite | 7.57 | 22.18% | 7.29 | 2s | 10.53% | 3.65 | 8.33% | 17.55 | 2s | 25.74% | 8.78 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 200 | 75 |
Poor | Gold | 4.82 | 14.11% | 8.1 | 2s | 11.7% | 4.05 | 8.33% | 10.13 | 2s | 14.85% | 5.06 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 60 | 3765 |
Poor | Plasteel | 7.87 | 19.21% | 7.29 | 1.6s | 10.53% | 4.56 | 8.33% | 14.85 | 1.6s | 21.78% | 9.28 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 280 | 380 |
Poor | Silver | 5.32 | 15.6% | 8.1 | 2s | 11.7% | 4.05 | 8.33% | 11.48 | 2s | 16.83% | 5.74 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 70 | 395 |
Poor | Steel | 6.08 | 17.83% | 8.1 | 2s | 11.7% | 4.05 | 8.33% | 13.5 | 2s | 19.8% | 6.75 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 100 | 90 |
Poor | Uranium | 6.24 | 19.8% | 12.15 | 2.2s | 17.55% | 5.52 | 8.33% | 14.85 | 2.2s | 21.78% | 6.75 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 250 | 260 |
Poor | Wood | 3.87 | 11.31% | 7.29 | 2s | 10.53% | 3.65 | 12.5% | 5.4 | 2s | 7.92% | 2.7 | 12.5% | 8.2 | 2s | 12% | 4.1 | 2× 37.5% | 65 | 58 |
Normal | Bioferrite | 8.33 | 24.43% | 8.1 | 2s | 11.7% | 4.05 | 8.33% | 19.5 | 2s | 28.6% | 9.75 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 200 | 101 |
Normal | Gold | 5.28 | 15.46% | 9 | 2s | 13% | 4.5 | 8.33% | 11.25 | 2s | 16.5% | 5.63 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 60 | 5025 |
Normal | Plasteel | 8.65 | 21.13% | 8.1 | 1.6s | 11.7% | 5.06 | 8.33% | 16.5 | 1.6s | 24.2% | 10.31 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 280 | 505 |
Normal | Silver | 5.84 | 17.11% | 9 | 2s | 13% | 4.5 | 8.33% | 12.75 | 2s | 18.7% | 6.38 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 70 | 525 |
Normal | Steel | 6.68 | 19.58% | 9 | 2s | 13% | 4.5 | 8.33% | 15 | 2s | 22% | 7.5 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 100 | 120 |
Normal | Uranium | 6.86 | 21.78% | 13.5 | 2.2s | 19.5% | 6.14 | 8.33% | 16.5 | 2.2s | 24.2% | 7.5 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 250 | 350 |
Normal | Wood | 3.81 | 11.13% | 8.1 | 2s | 11.7% | 4.05 | 25% | 6 | 2s | 8.8% | 3 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 25% | 65 | 78 |
Good | Bioferrite | 9.1 | 26.67% | 8.91 | 2s | 12.87% | 4.46 | 8.33% | 21.45 | 2s | 31.46% | 10.73 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 200 | 126 |
Good | Gold | 5.74 | 16.8% | 9.9 | 2s | 14.3% | 4.95 | 8.33% | 12.38 | 2s | 18.15% | 6.19 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 60 | 5525 |
Good | Plasteel | 9.43 | 23.04% | 8.91 | 1.6s | 12.87% | 5.57 | 8.33% | 18.15 | 1.6s | 26.62% | 11.34 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 280 | 630 |
Good | Silver | 6.36 | 18.62% | 9.9 | 2s | 14.3% | 4.95 | 8.33% | 14.03 | 2s | 20.57% | 7.01 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 70 | 655 |
Good | Steel | 7.28 | 21.34% | 9.9 | 2s | 14.3% | 4.95 | 8.33% | 16.5 | 2s | 24.2% | 8.25 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 100 | 150 |
Good | Uranium | 7.48 | 23.75% | 14.85 | 2.2s | 21.45% | 6.75 | 8.33% | 18.15 | 2.2s | 26.62% | 8.25 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 250 | 435 |
Good | Wood | 4.3 | 12.46% | 8.91 | 2s | 12.87% | 4.46 | 75% | 6.6 | 2s | 9.68% | 3.3 | 8.33% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 65 | 97 |
Excellent | Bioferrite | 9.86 | 28.91% | 9.72 | 2s | 14.04% | 4.86 | 8.33% | 23.4 | 2s | 34.32% | 11.7 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 200 | 151 |
Excellent | Gold | 6.2 | 18.15% | 10.8 | 2s | 15.6% | 5.4 | 8.33% | 13.5 | 2s | 19.8% | 6.75 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 60 | 6025 |
Excellent | Plasteel | 10.22 | 24.95% | 9.72 | 1.6s | 14.04% | 6.08 | 8.33% | 19.8 | 1.6s | 29.04% | 12.38 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 280 | 760 |
Excellent | Silver | 6.87 | 20.13% | 10.8 | 2s | 15.6% | 5.4 | 8.33% | 15.3 | 2s | 22.44% | 7.65 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 70 | 790 |
Excellent | Steel | 7.88 | 23.1% | 10.8 | 2s | 15.6% | 5.4 | 8.33% | 18 | 2s | 26.4% | 9 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 100 | 180 |
Excellent | Uranium | 8.11 | 25.73% | 16.2 | 2.2s | 23.4% | 7.36 | 8.33% | 19.8 | 2.2s | 29.04% | 9 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 250 | 520 |
Excellent | Wood | 4.63 | 13.41% | 9.72 | 2s | 14.04% | 4.86 | 75% | 7.2 | 2s | 10.56% | 3.6 | 8.33% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 65 | 116 |
Masterwork | Bioferrite | 12.07 | 35.34% | 11.75 | 2s | 16.97% | 5.87 | 25% | 28.28 | 2s | 41.47% | 14.14 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 200 | 250 |
Masterwork | Gold | 7.34 | 21.51% | 13.05 | 2s | 18.85% | 6.53 | 8.33% | 16.31 | 2s | 23.93% | 8.16 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 60 | 7025 |
Masterwork | Plasteel | 13.05 | 30.56% | 11.75 | 1.6s | 16.97% | 7.34 | 25% | 23.93 | 1.6s | 35.09% | 14.95 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 280 | 1265 |
Masterwork | Silver | 8.16 | 23.91% | 13.05 | 2s | 18.85% | 6.53 | 8.33% | 18.49 | 2s | 27.12% | 9.24 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 70 | 1315 |
Masterwork | Steel | 9.38 | 27.5% | 13.05 | 2s | 18.85% | 6.53 | 8.33% | 21.75 | 2s | 31.9% | 10.88 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 100 | 300 |
Masterwork | Uranium | 9.67 | 30.67% | 19.58 | 2.2s | 28.28% | 8.9 | 8.33% | 23.93 | 2.2s | 35.09% | 10.88 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 250 | 870 |
Masterwork | Wood | 5.45 | 15.79% | 11.75 | 2s | 16.97% | 5.87 | 75% | 8.7 | 2s | 12.76% | 4.35 | 8.33% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 65 | 194 |
Legendary | Bioferrite | 13.74 | 40.22% | 13.37 | 2s | 19.31% | 6.68 | 25% | 32.18 | 2s | 47.19% | 16.09 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 200 | 500 |
Legendary | Gold | 8.26 | 24.21% | 14.85 | 2s | 21.45% | 7.43 | 8.33% | 18.56 | 2s | 27.23% | 9.28 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 60 | 8025 |
Legendary | Plasteel | 14.85 | 34.77% | 13.37 | 1.6s | 19.31% | 8.35 | 25% | 27.23 | 1.6s | 39.93% | 17.02 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 280 | 2525 |
Legendary | Silver | 9.19 | 26.93% | 14.85 | 2s | 21.45% | 7.43 | 8.33% | 21.04 | 2s | 30.86% | 10.52 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 70 | 2625 |
Legendary | Steel | 10.58 | 31.01% | 14.85 | 2s | 21.45% | 7.43 | 8.33% | 24.75 | 2s | 36.3% | 12.38 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 100 | 600 |
Legendary | Uranium | 10.91 | 34.63% | 22.28 | 2.2s | 32.18% | 10.13 | 8.33% | 27.23 | 2.2s | 39.93% | 12.38 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 250 | 1740 |
Legendary | Wood | 6.11 | 17.69% | 13.37 | 2s | 19.31% | 6.68 | 75% | 9.9 | 2s | 14.52% | 4.95 | 8.33% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 65 | 390 |
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
- Royalty DLC Release - Added.