Difference between revisions of "Spike trap"
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{{for|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}} | {{for|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}} | ||
− | A '''spike trap''' is a single-use trap that deals heavy but material | + | A '''spike trap''' is a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it. |
== Acquisition == | == Acquisition == | ||
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== Summary == | == Summary == | ||
− | Spike traps are single use traps that may be triggered when a pawn of any kind walks over it. The base trigger chance is 100% for enemies, including animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Non-manhunting wild animals have a 25% chance to trigger the trap | + | Spike traps are single use traps that may be triggered when a pawn of any kind walks over it. The base trigger chance is 100% for enemies, including animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Non-manhunting wild animals have a 25% chance to trigger the trap, and colonists and tame animals have 0.4% (one in 250) to trigger the trap. However, colonists and both wild and tame animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. Friendly visitors will never trigger a trap. In all instances, the [[Traits#Nimble|nimble trait]] multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns. |
When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does [[Damage Type#Stab|Stab]] damage. The amount of damage dealt by each attack is determined by the following equation: | When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does [[Damage Type#Stab|Stab]] damage. The amount of damage dealt by each attack is determined by the following equation: | ||
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== Analysis == | == Analysis == | ||
{{Stub|section=1}} | {{Stub|section=1}} | ||
− | + | A single trap can be fatal to humans or large animals if it is made of good materials. The base damage varies according to the material it was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding. Traps are very helpful when dealing with early/midgame raids, and almost essential in higher difficulties. | |
− | + | Wood traps can be quickly created and placed in large quantities. Although stone spike traps take large amounts of time to make, they can kill a [[raider]] in one trap. Building stone traps can be a good activity when one has the Work Frenzy [[Mental inspiration]]. | |
− | <div><li style="display: inline-table;"> | + | {{Building Material Table}}<div><li style="display: inline-table;"> |
{| {{STDT|sortable c_01 align-center}} | {| {{STDT|sortable c_01 align-center}} | ||
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Revision as of 03:10, 4 October 2022
Spike trap
Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forth and strike the victim. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
Base Stats
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Terrain Affordance
- Light
- Cleanliness
- -5
Creation
- Skill Required
- Construction 3
- Work To Make
- 3,200 ticks (53.33 secs)
- Stuff Tags
- Metallic, Woody, Stony
- thingCategories
- BuildingsSecurity
A spike trap is a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it.
Acquisition
Spike traps require 45 Stuff (Metallic/Woody/Stony, 450 for SMVs), 3,200 ticks (53.33 secs) of work, and a Construction skill of 3. Spike traps cannot be placed or constructed directly next to each other nor next to any other kind of trap.
Summary
Spike traps are single use traps that may be triggered when a pawn of any kind walks over it. The base trigger chance is 100% for enemies, including animals affected by the manhunter mental state. Non-manhunting wild animals have a 25% chance to trigger the trap, and colonists and tame animals have 0.4% (one in 250) to trigger the trap. However, colonists and both wild and tame animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. Friendly visitors will never trigger a trap. In all instances, the nimble trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.
When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does Stab damage. The amount of damage dealt by each attack is determined by the following equation:
Damage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5 |
Where:
- Damage per Attack is the damage each attack does to the target. A spike trap performs 5 of these attacks when triggered.
- Trap Melee Damage is 100 for spike traps
- Material Sharp Damage Multiplier is a material dependent factor.
- rand(0.8,1.2) is a random factor between 0.8 and 1.2. This random factor is rolled once only and then applied to all attacks, it is not rolled for each attack.
The armor penetration of the attack is determined by the following equation:
AP = Damage Per Attack * 0.015 |
- AP is the armor penetration of each attack.
Note that both the damage and AP of the attack in the info screen are misleading. The damage listed is the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.
Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
A single trap can be fatal to humans or large animals if it is made of good materials. The base damage varies according to the material it was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding. Traps are very helpful when dealing with early/midgame raids, and almost essential in higher difficulties.
Wood traps can be quickly created and placed in large quantities. Although stone spike traps take large amounts of time to make, they can kill a raider in one trap. Building stone traps can be a good activity when one has the Work Frenzy Mental inspiration.
Stats table
Spike trap | Beauty | Work to Build | HP | Flammability | Total Damage |
Attack Damage |
Armor Penetration |
Market Value |
---|---|---|---|---|---|---|---|---|
Material | ||||||||
Bioferrite | -18 | ticks (2.22 mins) | 8,00080 | 75% | 130 | 26 | 39% | 63 |
Gold | 2 | ticks (48 secs) | 2,88024 | 40% | 75 | 15 | 22.5% | 4,510 |
Granite blocks | -18 | ticks (5.37 mins) | 19,34068 | 0% | 65 | 13 | 19.5% | 110 |
Limestone blocks | -18 | ticks (5.37 mins) | 19,34062 | 0% | 60 | 12 | 18% | 110 |
Marble blocks | -17 | ticks (4.93 mins) | 17,74048 | 0% | 60 | 12 | 18% | 104 |
Plasteel | -18 | ticks (1.96 mins) | 7,040112 | 0% | 110 | 22 | 33% | 430 |
Sandstone blocks | -18 | ticks (4.48 mins) | 16,14056 | 0% | 50 | 10 | 15% | 99 |
Silver | -12 | ticks (53.33 secs) | 3,20028 | 40% | 85 | 17 | 25.5% | 460 |
Slate blocks | -18 | ticks (5.37 mins) | 19,34052 | 0% | 60 | 12 | 18% | 110 |
Steel | -18 | ticks (53.33 secs) | 3,20040 | 40% | 100 | 20 | 30% | 97 |
Jade | -8 | ticks (4.44 mins) | 16,00020 | 0% | 100 | 20 | 30% | 285 |
Uranium | -18 | ticks (1.69 mins) | 6,080100 | 0% | 110 | 22 | 33% | 290 |
Wood | -18 | ticks (37.33 secs) | 2,24026 | 100% | 40 | 8 | 12% | 62 |
Material | Total Damage | Attack Damage | Armor Penetration |
---|---|---|---|
Wooden Spike trap | 40 | 8 | 12% |
Granite Spike trap | 65 | 13 | 19.5% |
Limestone Spike trap | 60 | 12 | 18% |
Marble Spike trap | 60 | 12 | 18% |
Sandstone Spike trap | 50 | 10 | 15% |
Slate Spike trap | 60 | 12 | 18% |
Jade Spike trap | 100 | 20 | 30% |
Golden Spike trap | 75 | 15 | 22.5% |
Plasteel Spike trap | 110 | 22 | 33% |
Silver Spike trap | 85 | 17 | 25.5% |
Steel Spike trap | 100 | 20 | 30% |
Uranium Spike trap | 110 | 22 | 33% |
Version history
- 0.11.877 - Added as Deadfall Trap.
- 0.12.910 - Rebalanced, cannot be rearmed.
- 0.19.2009 - Renamed from Deadfall trap to Spike trap. Now much more powerful with a 100% chance to spring on targets, and has armor penetration depending on what it’s made of but requires resources to replace.
Image gallery
Thrumbos running willy-nilly into a trap-maze.