Difference between revisions of "Club"
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(There are lots of better options - shortbows for example. Also no research, crafting spot, but fewer resources AND longer crafting time.) |
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== Analysis == | == Analysis == | ||
Clubs are generated without a [[quality]] level - in essence, all clubs are "normal." This makes them worth considering if you have no competent crafters yet. With underwhelming damage output, clubs only make sense as melee options in the early game; once you have craftsmen capable of reliably producing better than normal quality weapons, there is little reason to ever build a club again. | Clubs are generated without a [[quality]] level - in essence, all clubs are "normal." This makes them worth considering if you have no competent crafters yet. With underwhelming damage output, clubs only make sense as melee options in the early game; once you have craftsmen capable of reliably producing better than normal quality weapons, there is little reason to ever build a club again. | ||
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Although [[uranium]] clubs are effective weapons for use against armored foes, [[mace]]s are clearly superior weapons, especially when high quality, for only 10 more material. | Although [[uranium]] clubs are effective weapons for use against armored foes, [[mace]]s are clearly superior weapons, especially when high quality, for only 10 more material. |
Revision as of 13:12, 8 January 2023
Club
A shaped stick, heavy at one end, for bashing enemies to death. This weapon is so old it's part of human biology. Evolutionary biologists say that a major reason humans can tilt our wrists side-to-side (instead of just forward-and-back like other primates) is to be able to better swing a club.
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
- Head
14 dmg (Blunt)
21% AP
2 seconds cooldown
Creation
- Work To Make
- 1,200 ticks (20 secs)
- Stuff Tags
- Metallic, Woody, Stony
- weaponTags
- NeolithicMeleeBasic
The club is a neolithic melee weapon that does a moderate amount of blunt damage and has a moderate-long cooldown. As a blunt weapon, it doesn't cause bleeding (unless a body part gets destroyed), and generally do more damage against armor when compared to sharp weapons.
Acquisition
Clubs can also be crafted at a crafting spot, fueled smithy, or electric smithy without any research required; with 40 Stuff (Metallic/Woody/Stony, 400 for SMVs) and 1,200 ticks (20 secs) of work. They can also be purchased from any combat supplier or war merchant, or obtained from melee raiders drops.
Analysis
Clubs are generated without a quality level - in essence, all clubs are "normal." This makes them worth considering if you have no competent crafters yet. With underwhelming damage output, clubs only make sense as melee options in the early game; once you have craftsmen capable of reliably producing better than normal quality weapons, there is little reason to ever build a club again.
Although uranium clubs are effective weapons for use against armored foes, maces are clearly superior weapons, especially when high quality, for only 10 more material.
Material table
Material | DPS[1] | AP[1] | Handle (Poke) | Head (Blunt) | HP | Value [ExpandCollapse] | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | |||||
Wooden Club | 5.74 | 17.1% | 8.1 | 2s | 11.7% | 4.05 | 25% | 12.6 | 2s | 18.9% | 6.3 | 75% | 65 | 51 |
Granite Club | 4.9 | 19% | 9 | 3.38s | 13% | 2.66 | 25% | 14 | 3.38s | 21% | 4.14 | 75% | 170 | 42 |
Limestone Club | 4.9 | 19% | 9 | 3.38s | 13% | 2.66 | 25% | 14 | 3.38s | 21% | 4.14 | 75% | 155 | 42 |
Marble Club | 4.9 | 19% | 9 | 3.38s | 13% | 2.66 | 25% | 14 | 3.38s | 21% | 4.14 | 75% | 120 | 41 |
Sandstone Club | 4.9 | 19% | 9 | 3.38s | 13% | 2.66 | 25% | 14 | 3.38s | 21% | 4.14 | 75% | 140 | 41 |
Slate Club | 4.9 | 19% | 9 | 3.38s | 13% | 2.66 | 25% | 14 | 3.38s | 21% | 4.14 | 75% | 130 | 42 |
Jade Club | 7.36 | 28.5% | 13.5 | 3.38s | 19.5% | 3.99 | 25% | 21 | 3.38s | 31.5% | 6.21 | 75% | 50 | 205 |
Bioferrite Club | 5.74 | 17.1% | 8.1 | 2s | 11.7% | 4.05 | 25% | 12.6 | 2s | 18.9% | 6.3 | 75% | 200 | 41 |
Golden Club | 6.38 | 19% | 9 | 2s | 13% | 4.5 | 25% | 14 | 2s | 21% | 7 | 75% | 60 | 4005 |
Plasteel Club | 7.17 | 17.1% | 8.1 | 1.28s | 11.7% | 6.33 | 25% | 12.6 | 1.28s | 18.9% | 9.84 | 75% | 280 | 370 |
Silver Club | 6.38 | 19% | 9 | 2s | 13% | 4.5 | 25% | 14 | 2s | 21% | 7 | 75% | 70 | 405 |
Steel Club | 6.38 | 19% | 9 | 2s | 13% | 4.5 | 25% | 14 | 2s | 21% | 7 | 75% | 100 | 80 |
Uranium Club | 8.69 | 28.5% | 13.5 | 2.42s | 19.5% | 5.58 | 25% | 21 | 2.42s | 31.5% | 8.68 | 75% | 250 | 250 |
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 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
- 0.7.581 - Added
- Beta 18 - clubs no longer generate with a quality value.
- 1.1 - Wooden club is burnable now and the metallic variants are smeltable