Difference between revisions of "Club"

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(Copypasta of mace page, but for club.)
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The club is a neolithic weapon in RimWorld that can be crafted out of any material and at a crafting spot. Commonly used by tribes, but can also be seen on bog standard pirates and outlanders too, the club deals blunt damage meaning it's generally slightly more effective when put up against armoured foes. It does the same damage per hit as its more modern descendant - the [[Mace]], but has a slightly longer cooldown time.
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The club is a neolithic melee weapon in RimWorld that does a moderate amount of damage, has a moderate-long cooldown, and deals blunt damage.
  
  
==Gameplay Overview==
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As is typical with any blunt weapon, club attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons. Compared to its 'descendant', the [[mace]], the club is cheaper to produce, but has a longer cooldown period which puts it at a DPS disadvantage.
As a neolithic weapon, Clubs can be made out of any appropriate crafting material in the game. All five rock types are equally effective in terms of raw damage output, with the only differences being durability. The table below displays figures of raw damage, cooldown and DPS of all materials this weapon can be made out of. These figures assume Normal quality and full durability:
 
  
  
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Underwhelming in terms of damage output, the club is generally only a feasible melee option in the early-game. However, even this is debatable as the shiv is significantly cheaper and has a significantly shorter cooldown time - but also has a somewhat lower damage output, and does sharp damage. However, the latter shouldn't make a significant difference as armored enemies would probably be few and far-between at the stage you'd be considering producing clubs.
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However, the club somewhat redeems itself against armored targets; the [[steel club]] is a dark horse in the respect that it actually edges out even the infamous [[plasteel]] [[longsword]] in terms of damage output - albeit only by a 3.4% margin.
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Interestingly, [[jade]] clubs actually have a slightly superior (1.27% higher) damage output when compared to plasteel maces, but the latter can still pull ahead due to how the game handles armor rating, and the plasteel mace's superior cooldown.
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===Obtaining===
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Clubs can be purchased from any combat supplier or war merchant, or obtained from any melee [[raider]]s. Maces can also be crafted at [[crafting spot]], or [[fueled smithy|any]] [[electric smithy|smithy]] without any research required; from 40 of any metallic, wooden, or stony [[materials|material]], and {{ticks|500}} of work.
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===Combat Performance per Material===
 
{| {{STDT| c_12 text-center}}
 
{| {{STDT| c_12 text-center}}
 
!Materials
 
!Materials
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|2.37s
 
|2.37s
 
|- newline
 
|- newline
|DPS (to 3 dp)
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|Base DPS <ref>Damage per second</ref>
|'''5.155'''
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|5.155
 
|4.138
 
|4.138
|'''5.581'''
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|5.581
|'''6.977'''
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|6.977
|'''6.047'''
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|6.047
|'''5.907'''
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|5.907
|'''5.862'''
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|5.862
|'''7.595'''
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|7.595
|}
 
 
 
 
 
DPS figures that are '''bold''' are those that are viable as they are greater than the base unarmed DPS (4.375), meaning those that aren't bold should generally be avoided as weapons.
 
 
 
 
 
===Mace vs. Club===
 
As of Alpha 17 following the changes to many (mainly lower-tier) weapons such as clubs and maces, a Jade Club actually offers unprecedented blunt damage performance - even going as far as out-DPSing a plasteel mace. The following table shows the exact numbers:
 
 
 
 
 
{| {{STDT| c_12 text-center}}
 
!Weapons
 
!Jade Club
 
!Plasteel Mace
 
!Silver Mace
 
|-
 
|Damage
 
|18
 
|12
 
|13
 
|- newline
 
|Cooldown
 
|2.37s
 
|1.6s
 
|2s
 
 
|- newline
 
|- newline
|DPS (to 3 dp)
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|Armored DPS <ref>Normal quality armor vest (50% sharp damage reduction and 10% deflection; 20% blunt damage reduction)</ref>
|7.595
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|4.444
|7.5
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|3.448
|6.5
+
|4.651
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|5.814
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|4.651
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|4.641
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|4.828
 +
|5.907
 
|}
 
|}
  
 
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<references/>
The silver mace was thrown in the mix too because of its positive blunt damage modifier. However, the silver mace is clearly outmatched by the other two weapons though by quite a margin.
 
  
  

Revision as of 00:31, 22 September 2017

Club

Club

"The oldest human weapon - a shaped stick, heavy at one end, for bashing enemies to death. Primitive but effective."

Base Stats

Type
EquipmentWeapons
Weapon Class
Neolithic

Ranged Combat

Mode
Melee
Damage
12 dmg (Blunt)
Cooldown
129 ticks (2.15 secs)
DPS
5.58
Mode
Melee


The club is a neolithic melee weapon in RimWorld that does a moderate amount of damage, has a moderate-long cooldown, and deals blunt damage.


As is typical with any blunt weapon, club attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons. Compared to its 'descendant', the mace, the club is cheaper to produce, but has a longer cooldown period which puts it at a DPS disadvantage.


Underwhelming in terms of damage output, the club is generally only a feasible melee option in the early-game. However, even this is debatable as the shiv is significantly cheaper and has a significantly shorter cooldown time - but also has a somewhat lower damage output, and does sharp damage. However, the latter shouldn't make a significant difference as armored enemies would probably be few and far-between at the stage you'd be considering producing clubs.


However, the club somewhat redeems itself against armored targets; the steel club is a dark horse in the respect that it actually edges out even the infamous plasteel longsword in terms of damage output - albeit only by a 3.4% margin.


Interestingly, jade clubs actually have a slightly superior (1.27% higher) damage output when compared to plasteel maces, but the latter can still pull ahead due to how the game handles armor rating, and the plasteel mace's superior cooldown.


Obtaining

Clubs can be purchased from any combat supplier or war merchant, or obtained from any melee raiders. Maces can also be crafted at crafting spot, or any smithy without any research required; from 40 of any metallic, wooden, or stony material, and 500 ticks (8.33 secs) of work.


Combat Performance per Material

Materials Wood Stone Steel Plasteel Silver Gold Uranium Jade
Damage 10 12 12 12 13 14 17 18
Cooldown 1.94s 2.9s 2.15s 1.72s 2.15s 2.37s 2.9s 2.37s
Base DPS [1] 5.155 4.138 5.581 6.977 6.047 5.907 5.862 7.595
Armored DPS [2] 4.444 3.448 4.651 5.814 4.651 4.641 4.828 5.907
  1. Damage per second
  2. Normal quality armor vest (50% sharp damage reduction and 10% deflection; 20% blunt damage reduction)