Difference between revisions of "Breach axe"
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== Analysis == | == Analysis == | ||
− | Breach axes are very dangerous against buildings. Generally, this makes them much more effective when used ''against'' the colony than ''by'' the colony, as players | + | Breach axes are very dangerous against buildings. Generally, this makes them much more effective when used ''against'' the colony than ''by'' the colony, as players will rarely need to break structures quickly. |
A niche use may be against [[mech cluster]]s{{RoyaltyIcon}}, where the ability to access them in the early game and high building damage can aid in rapidly destroying turrets in a few strikes. At high qualities and with the right material, this can even kill the large turrets in a single strike. | A niche use may be against [[mech cluster]]s{{RoyaltyIcon}}, where the ability to access them in the early game and high building damage can aid in rapidly destroying turrets in a few strikes. At high qualities and with the right material, this can even kill the large turrets in a single strike. |
Revision as of 14:34, 22 November 2022
Breach axe
A combined blade and tool-head attached to a sturdy haft. While slightly less effective than other weapons against human enemies, it excels at tearing down walls, doors, and other structures thanks to its integrated tool-head.
Base Stats
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Handle
9 dmg (Poke)
13% AP
2.0 seconds cooldown - Melee Attack 2
- Handle
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 3
- Head
7.5 dmg (Demolish)
11% AP
1.0 seconds cooldown
Creation
- Required Research
- Smithing
- Skill Required
- Crafting 3
- Work To Make
- 5,000 ticks (1.39 mins)
- Stuff Tags
- Metallic
- weaponTags
- NeolithicMeleeDestructive
Breach axes are melee weapons that trade general efficacy for extra damage against buildings, and are commonly carried by tribal breach raids.
Acquisition
Breach axes can be crafted at either a fueled or electric smithy once the Smithing research project has been completed. They require 50 Stuff (Metallic, 500 for SMVs), 5,000 ticks (1.39 mins) of work, and a Crafting skill of 3.
They are also carried by breachers during Tribal breach raids.
Summary
While weaker than a mace, the breach axe has a significant damage multiplier against buildings. The head attacks of breach axes deal Demolish damage which has a 10x damage multiplier against passable buildings and a 7.5x multiplier against impassable buildings such as walls. Thus, for base damage before quality modifiers, the head attack deals:
- Passable buildings: 75
- Impassable buildings: 56.25
- All other targets: 7.5
Note that only the head's attack has the multiplier. As this multiplier is not taken into account when choosing which attack to perform,other, much weaker attacks may be used instead.
For the purposes of armor calculation, all attacks by the breach axe are considered Blunt damage. However, it is classified as a 'Melee Piercer' weapon for Ideoligion Weapon Preferences.
Analysis
Breach axes are very dangerous against buildings. Generally, this makes them much more effective when used against the colony than by the colony, as players will rarely need to break structures quickly.
A niche use may be against mech clusters, where the ability to access them in the early game and high building damage can aid in rapidly destroying turrets in a few strikes. At high qualities and with the right material, this can even kill the large turrets in a single strike.
Against other targets, the mace deals more damage, with same cost and research requirement. While breach axes seem to have a similar (but lower) DPS to the mace, the mace has a significantly higher AP. And because the mace has a stronger, but slower attack, it is more likely to destroy body parts. While blunt armor is typically low, the AP of even a Legendary Uranium Breach Axe is insufficent to invalidate the blunt armor of some commonly encounted enemies.
As all attacks performed by the breach axe do blunt damage, uranium is the ideal material.
Material table
Material | DPS[1] | AP[1] | Handle (Poke) | Handle (Blunt) | Head (Demolish) | HP | Value [ExpandCollapse] | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | |||||
Bioferrite Breach axe | 5.67 | 10.35% | 8.1 | 2s | 11.7% | 4.05 | 12.5% | 8.1 | 2s | 11.7% | 4.05 | 12.5% | 6.75 | 1s | 9.9% | 6.75 | 75% | 200 | 83 |
Golden Breach axe | 6.3 | 11.5% | 9 | 2s | 13% | 4.5 | 12.5% | 9 | 2s | 13% | 4.5 | 12.5% | 7.5 | 1s | 11% | 7.5 | 75% | 60 | 5015 |
Plasteel Breach axe | 7.09 | 10.35% | 8.1 | 1.28s | 11.7% | 6.33 | 12.5% | 8.1 | 1.28s | 11.7% | 6.33 | 12.5% | 6.75 | 0.64s | 9.9% | 10.55 | 75% | 280 | 490 |
Silver Breach axe | 6.3 | 11.5% | 9 | 2s | 13% | 4.5 | 12.5% | 9 | 2s | 13% | 4.5 | 12.5% | 7.5 | 1s | 11% | 7.5 | 75% | 70 | 520 |
Steel Breach axe | 6.3 | 11.5% | 9 | 2s | 13% | 4.5 | 12.5% | 9 | 2s | 13% | 4.5 | 12.5% | 7.5 | 1s | 11% | 7.5 | 75% | 100 | 113 |
Uranium Breach axe | 8.59 | 17.25% | 13.5 | 2.42s | 19.5% | 5.58 | 12.5% | 13.5 | 2.42s | 19.5% | 5.58 | 12.5% | 11.25 | 1.21s | 16.5% | 9.3 | 75% | 250 | 335 |
Assuming Normal quality, for the effect of other 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 - ↑ 2.0 2.1 2.2 Chance for attack to be selected, assuming only the weapon's attack verbs are considered. It may change depending on the melee verbs available to the wielder
Version history
- 1.3.3066 - Added.
- 1.3.3200 - Changed breaching axe's damage multiplier versus walls from 1 to 0.75 (so their damage versus walls drops from 75 to ~56).