Difference between revisions of "Weapons"

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* Long = 40.
 
* Long = 40.
  
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. For example, a pump shotgun, maxiumum range "15.9" and acc. stats "80-87-77-64", will never fire out to the full extent of medium (25) or any range in long (26-40), yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-(77)-(n/a) instead.
+
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. For example, a pump shotgun, with a maximum range 15.9 and acc. stats 80-87-77-64, will never fire out at a range of 25 tiles, yet the medium range accuracy stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-(77)-(n/a) instead.
  
 
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.
 
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.

Revision as of 10:06, 6 February 2022

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility

Weapons are used by colonists and raiders alike to fight each other (and sometimes to put down enraged animals). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.

If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. Weapons stored in a shelf will not deteriorate, even if left outside.

Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.

Ranged weapons

Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like bows and throwing spears, and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its quality level.

The ranges are measured in tiles and correspond to:

  • Touch = 3
  • Short = 12
  • Medium = 25
  • Long = 40.

Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. For example, a pump shotgun, with a maximum range 15.9 and acc. stats 80-87-77-64, will never fire out at a range of 25 tiles, yet the medium range accuracy stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-(77)-(n/a) instead.

DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.

Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.

Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.

Stats listed in the table below are for weapons that are of normal quality; better/worse quality will raise/lower the % to hit as appropriate.

Name Damage AP Stopping Power Warm-Up
(ticks)[A]
Cooldown
(ticks)[A]
Range
(tiles)
Burst Count Burst (ticks)[A] Bullet Speed Accuracy
(Touch)
Accuracy
(Short)
Accuracy
(Medium)
Accuracy
(Long)
Miss Radius Blast Radius DPS
(Optimal)[B]
DPS
(Touch)[B]
DPS
(Short)[B]
DPS
(Medium)[B]
DPS
(Long)[B]
Value Silver
Assault rifle Assault rifle 11 16 0.5 60 102 30.9 3 10 70 60% 70% 65% 55% - - 10.88 6.528 7.616 7.072

5.984

480
Autopistol Autopistol 10 15 0.5 18 60 25.9 1 - 55 80% 70% 40% 30% - - 7.69 6.152 5.383 3.076

2.307

139
Bolt-action rifle Bolt-action rifle 18 27 1.5 102 90 36.9 1 - 70 65% 80% 90% 80% - - 5.63 3.6595 4.504 5.067

4.504

255
Chain shotgun Chain shotgun 18 14 3 72 81 12.9 3 10 55 57% 64% 55% 45% - - 18.73 10.6761 11.9872

10.3015

- 405
Charge lance Charge lance 30 45 1.5 102 162 29.9 1 - 120 65% 85% 85% 75% - - 6.82 4.433 5.797 5.797

5.115

1,355
Charge rifle Charge rifle 15 35 0.5 60 120 25.9 3 12 70 55% 64% 55% 45% - - 13.24 7.282 8.4736 7.282

5.958

1,010
Doomsday rocket launcher Doomsday rocket launcher 50 10 0.5 270 270 36 1 - 50 -% -% -% -% 1.9 7.8 5.56 - - - - 1,000
EMP grenades EMP grenades 50 - - 90 160 12.9 1 - 12 -% -% -% -% 1.9 3.5 12 - - - - 315
EMP launcher EMP launcher 50 0 - 210 210 23.9 1 - 40 -% -% -% -% 1.9 1.1 7.14 - - - - 505
Flamebow Flamebow Content added by the Biotech DLC 6 9 0.5 81 99 22.9 1 - 44 75% 65% 45% 25% - - 2 1.5 1.3

0.9

- 45
Frag grenades Frag grenades 50 10 0.5 90 160 12.9 1 - 12 -% -% -% -% 1.9 1.9 12 - - - - 265
Greatbow Greatbow 17 15 1.5 120 90 29.9 1 - 49 65% 85% 75% 50% - - 4.86 3.159 4.131 3.645

2.43

104
Grenadier armor Grenadier armor Content added by the Royalty DLC 50 10 0.5 90 60 12.9 1 - 16 -% -% -% -% 1.9 1.9 20 - - - - 2,305
Heavy SMG Heavy SMG 12 18 0.5 54 99 22.9 3 11 48 85% 65% 35% 20% - - 12.34 10.489 8.021

4.319

- 355
Hellcat rifle Hellcat rifle Content added by the Anomaly DLC 10 15 0.5 66 102 26.9 3 10 70 60% 70% 65% 55% - - 9.57 5.742 6.699 6.2205

5.2635

480
Incendiary launcher Incendiary launcher 10 0 - 210 210 23.9 1 - 40 -% -% -% -% 1.9 1.1 1.43 - - - - 340
LMG LMG 11 16 1 108 108 25.9 6 7 46 40% 48% 35% 26% - - 15.78 6.312 7.5744 5.523

4.1028

425
Machine pistol Machine pistol 6 9 0.5 30 54 19.9 3 7 55 90% 65% 35% 15% - - 11.02 9.918 7.163

3.857

- 220
Minigun Minigun 10 15 0.5 150 138 30.9 25 5 70 15% 25% 25% 18% - - 36.76 5.514 9.19 9.19

6.6168

1,160
Molotov cocktails Molotov cocktails 10 - - 90 160 12.9 1 - 12 -% -% -% -% 1.9 1.1 2.4 - - - - 245
Nerve spiker Nerve spiker Content added by the Anomaly DLC 11 16 0.5 87 99 29.9 1 - 44 70% 78% 65% 35% - - 3.55 2.485 2.769 2.3075

1.2425

62
Pila Pila 25 10 2.5 240 240 18.9 1 - 26 50% 71% 50% 32% - - 3.13 1.565 2.2223

1.565

- 109
Pump shotgun Pump shotgun 18 14 3 54 75 15.9 1 - 55 80% 87% 77% 64% - - 8.37 6.696 7.2819

6.4449

- 255
Recurve bow Recurve bow 14 21 1 87 99 25.9 1 - 56 70% 78% 65% 35% - - 4.52 3.164 3.5256 2.938

1.582

66
Revolver Revolver 12 18 1 18 96 25.9 1 - 55 80% 75% 45% 35% - - 6.32 5.056 4.74 2.844

2.212

135
Short bow Short bow 11 16 0.5 81 99 22.9 1 - 44 75% 65% 45% 25% - - 3.67 2.7525 2.3855

1.6515

- 45
Smoke launcher Smoke launcher 0 - - 210 210 23.9 1 - 40 -% -% -% -% 1.9 2.4 - - - - 380
Sniper rifle Sniper rifle 25 38 1.5 210 138 44.9 1 - 100 50% 70% 86% 88% - - 4.31 2.155 3.017 3.7066 3.7928 530
Tactical turret gun Tactical turret gun Content added by the Anomaly DLC 12 18 0.5 0 288 19.9 2 8 70 77% 70% 45% 24% - - 4.86 3.7422 3.402

2.187

- ?
Triple rocket launcher Triple rocket launcher 50 10 0.5 270 270 36 3 20 50 -% -% -% -% 2.9 3.9 15.52 - - - - 1,000
^A At normal game speed, there are 60 ticks to one real world second. See: Time.
^B This DPS assumes a single target - weapons with a blast radius may have higher effective DPS by virtue of hitting multiple targets.

Quality modifiers

Quality Accuracy Modifier Base Damage Modifier Armor Penetration Modifier
Awful 0.80 0.90 0.90
Poor 0.90 1.00 1.00
Normal 1.00 1.00 1.00
Good 1.10 1.00 1.00
Excellent 1.20 1.00 1.00
Masterwork 1.35 1.25 1.25
Legendary 1.50 1.50 1.50

Accuracy

Ranged weapon accuracy follows the following equation:

Accuracy = Shooting Accuracy^Range * Weapon Accuracy * Weather * Smoke * Cover

Where:

  • Shooting Accuracy: Is the stat of the shooting pawn
  • Range: Is the distance in tiles between the shooter and the target
  • Weapon Accuracy: Is the weapon accuracy of the weapon at that range, if it is not one of the listed values at 3, 12, 25, or 40 tiles, it is linearly interpolated between the two points on either side.
  • Weather: Is the accuracy modifier for a given weather ranging from 50% for Fog, to 100% on a clear day.
  • Smoke: If smoke occupies any tile directly between the shooter and target, it reduces the accuracy by ?? (see smoke for details over whether offset or multiplier)
  • Cover: ?? (Conjecture: Appears to function as % chance of item providing cover taking damage instead of the pawn or item it provides cover to, but the exact mechanics elude Aazard)
  • Darkness Combat Prefered PreceptContent added by the Ideology DLC: Up to +25%/-20 ranged accuracy & +10%/-10% melee accuracy in darkness/brightly lit environments, respectfully.

Related to accuracy, there are also friendly fire mechanics that prevent misses from hitting nearby allies within a certain radius. See friendly fire for details.

Unobtainable weapons

These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of dev mode. They include: the autocannon, the heavy charge blaster, the inferno cannon, the turret form of the inferno cannon, the light charge blaster, the mini-slugger, the mini-turret gun, the needle gun, and the uranium slug cannon. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.

Melee weapons

These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.

The exact damage of a melee weapon is based on its quality level, with a low quality weapon dealing less damage and a high quality weapon dealing more.

Note that melee accuracy is determined by a colonist's melee skill and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.

Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.

Base melee stats

The following stats are for weapons that are of normal quality and made out of steel (the baseline material).

Name Average cooldown Weakest attack damage Strongest attack damage Average DPS Damage type [A] Average AP Value Silver
Unarmed human 2 s 5 8.2 2.29 Blunt - -
Axe Axe [E] 2 s 9 15 6.71 Sharp 20% -
Breach axe Breach axe 1.67s 7.5 9 6.22 Sharp 12.33% -
Beer Beer [B] 2 s 9 9 4.50 Blunt 13% -
Bionic arm Bionic arm [B] 2 s 12 12 6.00 Blunt 18% 1500
Club Club 2 s 9 14 6.27 Blunt 19% -
Elephant tusk Elephant tusk [B] 2.48 s 9 18.2 6.89 Sharp 27% 80
Gladius Gladius 2 s 9 15 7.52 Sharp 23% -
Ikwa Ikwa 1.91 s 9 15 6.71 Sharp 20% -
Jade knife Jade knife [C] 2.76 s 12 13.5 5.35 Sharp 20% 159
Knife Knife 1.82 s 9 13 6.50 Sharp 18% -
Longsword Longsword 2.5 s 9 23 8.60 Sharp 33% -
Mace Mace 2 s 9 15.7 7.02 Blunt 21% -
Monosword Monosword[D] [E] 2 s 12 28 13.33 Sharp 84% 2000
Monosword Persona Monosword [D] [E] 1 s 12 32 30.69 Sharp 85% 1300-2900
Plasmasword Plasmasword[D][E][F] 2.6 s 12 21 7.85 Sharp + Burn 28% 2000
Plasmasword Persona Plasmasword [D][E][F] 1.3 s 12 23 11.11 Sharp + Burn 33% 1500-2100
Eltex staff Eltex staff [D][E] 2.6 s 12 12 4.62 Blunt ?% 1000
Spear Spear 2.5 s 13 23 7.35 Sharp 38%
Thrumbo horn Thrumbo horn [B] 1.85 s 15 15 8.11 Sharp 41% 800
Warhammer Warhammer [E] 2.6 s 11 20 6.89 Blunt 27%
Zeushammer Zeushammer [D][E] 2.75 s 15 31 + 9 EMP Damage 9.95 Blunt + EMP 42% 2000
Zeushammer Persona Zeushammer[D][E] 2.05 s 15 31 + 12 EMP Damage 13.40 Blunt + EMP 42% 2600-4200
A All sharp melee weapons come also with (weak) blunt attacks.
B Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.
C Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.
D These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in "persona" variants that cannot be wielded by anyone other than the bonded pawn unless it has the "freewielder" trait, so make sure you choose a good and unlikely to die pawn to use them.
E These weapons were added by Royalty (DLC)
F These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.

Material / Quality modifiers

Material Cooldown speed factor Damage factor (Blunt) DPS factor (Blunt) Damage factor (Sharp) DPS factor (Sharp) Max HP factor
Sandstone 1.30 1.00 0.77 0.50 0.38 1.4
Granite 1.30 1.00 0.77 0.65 0.50 1.7
Limestone 1.30 1.00 0.77 0.60 0.46 1.55
Slate 1.30 1.00 0.77 0.60 0.46 1.3
Marble 1.30 1.00 0.77 0.60 0.46 1.2
Silver 1.00 1.00 1.00 0.85 0.85 0.7
Gold 1.00 1.00 1.00 0.75 0.75 0.6
Steel 1.00 1.00 1.00 1.00 1.00 1.0
Plasteel 0.80 0.90 1.13 1.10 1.38 2.8
Wood 1.00 0.90 0.90 0.45 0.45 0.65
Uranium 1.10 1.50 1.36 1.10 1.00 2.5
Jade 1.30 1.50 1.15 1.00 0.77 0.5
Quality Base Damage Modifier
Awful 0.80
Poor 0.90
Normal 1.00
Good 1.10
Excellent 1.20
Masterwork 1.45
Legendary 1.65

Do note that stone blocks can only be used with clubs.

Melee formulas

General formulas

Damage for any melee weapon is Base Damage x Material Modifier x Quality Modifier

Cooldown is calculated as Weapon melee cooldown / Material melee cooldown

DPS (damage per second) is calculated as Damage / Cooldown. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.

AP (armor piercing) defaults to 0.015 x Damage if no value is specified

Chance Factor defaults to 1 if no value is specified

Listed DPS on weapons

The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:

  1. For each attack option compute the Selection Weight = Damage x Damage
  2. For each attack option compute the Selection Chance = Selection Weight / SumOfAll(Selection Weights)
  3. Compute the Average Damage = SumOfAll(Damage x Selection Chance)
  4. Compute the Average Cooldown = SumOfAll(Cooldown x Selection Chance)
  5. Compute the Average DPS = Average Damage / Average Cooldown

Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:

Attack Damage Cooldown Selection Weight Selection Chance
head 31 2.2 961 81%
handle 15 1.6 225 19%

Average Damage = 31 x 81% + 15 x 19% = 27.965

Average Cooldown = 2.2 x 81% + 1.6 x 19% = 2.086

Average DPS = 27.965 / 2.086 = 13.40

You can find more of these values in Dev mode >> Logging Menu >> Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the Chance Factor if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).

Listed DPS on pawns

This is a system used since version 1.1.2610 and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:

  1. For each attack option compute the Initial Selection Weight = Damage x (1 + AP) x Chance Factor / Cooldown
  2. For each attack option determine the Category based on the highest weight value we just computed:
    • Best if Initial Selection Weight >= 0.95 x MAX(Initial Selection Weight)
    • Worst if Initial Selection Weight < 0.25 x MAX(Initial Selection Weight)
    • Mid Otherwise
  3. For each attack option compute the Final Selection Weight based on the categories:
    • 0.75 / NumberOfOptionsIn(Best) if the option is in the Best category
    • 0.25 / NumberOfOptionsIn(Mid) if the option is in the Mid category
    • 0.0 if the option is in the Worst category
  4. For each attack option compute the Selection Chance = Final Selection Weight / SumOfAll(Final Selection Weights)
  5. Compute the Average Damage = SumOfAll(Damage x Selection Chance)
  6. Compute the Average Cooldown = SumOfAll(Cooldown x Selection Chance)
  7. Compute the Average DPS = Average Damage / Average Cooldown

Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as Damage x 0.015):

Attack Damage Cooldown Armor Piercing Chance Factor Initial Selection Weight Category Final Selection Weight Selection Chance
head 31 2.2 20.64 Best 0.75 75.0%
handle 15 1.6 11.48 Mid 0.125 12.5%
left fist (archotech arm) 14 2 8.47 Mid 0.125 12.5%
right fist 8.2 2 4.60 Worst 0.00 0.0%
teeth 8.2 2 0.07 0.32 Worst 0.00 0.0%
head 5 2 0.2 0.54 Worst 0.00 0.0%

Average Damage = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875

Average Cooldown = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100

Average DPS = 26.875 / 2.100 = 12.80

Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from Worst to Mid.

There is a peculiarity in the description above as it seems that the AccuracyTouch properties of ranged weapons is not used. This may be a bug as it seems intended that it should have been used.

Stopping power

Stopping power is the ability of ranged weapons to cause stagger when hitting a target, slowing them down for a shortHow short? period. The size of the number relates directly to the body size of the pawn that can be staggered by the weapon - thus, to stagger humans a stopping power of 1 or higher is required while to stagger an elephant a stopping power of 4 would be needed.

Most weapons have stopping power of 0.5, insufficient to stagger a human pawn, however the following weapons have higher stopping powers: Antigrain warhead, Bolt-action rifle, Chain shotgun, Charge lance, Greatbow, Hellsphere cannon, LMG, Mini-shotgun, Needle gun, Needle launcher, Pila, Pump shotgun, Recurve bow, Revolver, Sniper rifle, Thump cannon, Toxic needle gun

Biocoding

Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be smelted and have a specific option in the bill menu to allow their sorting.

Version history

  • 0.0.245 - Shooting accuracy split into into misses due to equipment and misses due to skill.
  • 0.0.250 - Melee attacks incap more than guns and explosives. N.b. That this change may or may not be represented in the current version. It was only added in this previous version.
  • 0.8.657 - Melee weapons have a quality. Can now craft any kind of melee weapon from appropriate materials.
  • 0.9.722 - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.
  • 1.1.0 - Biocoding added