Difference between revisions of "Mace"

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A mace costs half as much as a [[longsword]], and are unlocked with [[Research#Smithing|Smithing]] rather than [[Research#Long blades|Long Blades]].
 
A mace costs half as much as a [[longsword]], and are unlocked with [[Research#Smithing|Smithing]] rather than [[Research#Long blades|Long Blades]].
  
The longsword is nominally stronger, about 22.5% stronger when made out of steel. However, blunt weapons have multiple advantages. Most pawns carry much lower Blunt armor than they do Sharp. Armor pieces like [[flak vest]]s and [[marine armor]] reduce the longsword to the point of being worse than the mace. The exact breakpoints for mace vs. longsword depend on [[quality]] and material. In general, a normal [[plasteel]] longsword can beat a normal [[uranium]] mace against targets wearing just [[flak jacket]]s or [[flak pants]], as well as unarmored pawns.
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The longsword is nominally stronger. Steel longswords are about {{%| 7.96/7.01 -1 round 3}} stronger than steel longswords. Plasteel longswords are {{%| 10.71/9.56 -1 round 3}} stronger than uranium maces. However, blunt weapons have multiple advantages.  
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Most pawns carry much lower Blunt armor than they do Sharp. Armor pieces like [[flak vest]]s and [[marine armor]] reduce the longsword to the point of being worse than the mace. The exact breakpoints for mace vs. longsword depend on [[quality]] and material. In general, a normal [[plasteel]] longsword can beat a normal [[uranium]] mace against targets wearing just [[flak jacket]]s or [[flak pants]], as well as unarmored pawns.
  
 
Blunt weapons also have other ''small'' advantages.  
 
Blunt weapons also have other ''small'' advantages.  

Revision as of 00:43, 5 March 2023

Mace

Mace

A refined club, engineered for efficient swinging and deadly impacts.

Base Stats

Type
EquipmentWeapons
Tech Level
Medieval
Weapon Class
Medieval
Mass
1.25 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Poke)
13% AP
2 seconds cooldown
Melee Attack 2 
Head
15.7 dmg (Blunt)
24% AP
2 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Smithing
Skill Required
Crafting 3
Work To Make
6,000 ticks (1.67 mins)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 50
Technical


The mace is a melee weapon that does a moderate amount of blunt damage, and has a moderate cooldown. As a blunt weapon, mace attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons.

Acquisition

Maces can be crafted at a Fueled smithy or Electric smithy once the Smithing research project has been completed. They require Stuff 50 Stuff (Metallic/Woody, 500 for SVMs), 6,000 ticks (1.67 mins) of work, and a Crafting skill of 3.

Maces can also be purchased from outlander and orbital combat suppliers, or from outlander and pirate raiders drops.

Analysis

Maces are the strongest blunt weapon that can be crafted by your colony without the Royalty DLC.

The mace is best when made with uranium, due to the metal's blunt damage multiplier.

Compared to sharp weapons

A mace costs half as much as a longsword, and are unlocked with Smithing rather than Long Blades.

The longsword is nominally stronger. Steel longswords are about 13.6% stronger than steel longswords. Plasteel longswords are 12% stronger than uranium maces. However, blunt weapons have multiple advantages.

Most pawns carry much lower Blunt armor than they do Sharp. Armor pieces like flak vests and marine armor reduce the longsword to the point of being worse than the mace. The exact breakpoints for mace vs. longsword depend on quality and material. In general, a normal plasteel longsword can beat a normal uranium mace against targets wearing just flak jackets or flak pants, as well as unarmored pawns.

Blunt weapons also have other small advantages.

  • They have a chance to stun enemies on hit, regardless of organic status. (This chance is fairly small)
  • If a blunt weapon destroys a body part, it is likely for the damage to spread to its parent part. A sword would cleanly cut off a finger; a mace would crush the finger and likely hurt the arm in the process.
  • However, blunt wounds won't cause bleeding unless a body part is destroyed. Note that bleeding is very minor in most melee combat situations. Not having a target bleed can be an advantage for capturing them.

Ultimately, the biggest advantage of the mace is that it's cheaper and uses uranium, which is less useful than plasteel in the early-mid game. While the mace is better than armored enemies, the mace isn't significantly better until you fight empire cataphracts.Content added by the Royalty DLC The other points are so small that they don't make a significant impact until masterwork quality or so.

Compared to other blunt weapons

Compared to its neolithic 'ancestor', the club, the mace is 10 units more expensive, has a greater damage per hit, and swings just as fast. Maces are also impacted by quality, while clubs aren't. A poor or awful mace will be worse than a club of the same material.

The warhammerContent added by the Royalty DLC costs 3x the materials and requires Long blades researched, but is not strictly stronger. In fact, the mace has a stronger average DPS against unarmored targets, or targets where the mace's AP completely ignore armor. The warhammer has slightly more AP. But at any reasonable armor level, the differences in raw DPS are quite small. Most expected enemies have a very low Blunt protection, even against power armor enemies.

However, the warhammer has a key advantage which cannot be derived from raw DPS. It has a stronger swing, but longer cooldown. This makes it more likely to destroy body parts. 1 hit from a high quality, uranium warhammer could destroy a human's torso, whereas the equivalent mace would need multiple hits in different areas to kill. The true practical extent of this effect is undocumented.

The mace has the advantage of being much cheaper. But if resources are not a concern, then a warhammer would be better than the mace against humanlikes. While the same argument could be extended to using zeushammers or persona zeushammers, it is extremely rare to obtain a Masterwork or Legendary version of either ultratech weapon, and qualities of these high levels have a massive influence on damage. You can farm legendary uranium warhammers if you have a source of inspired creativity, such as a crafter tortured artist or word of inspiration (especially when combined with Production Specialist roleContent added by the Ideology DLC).

Attack table

Feature Toggle
AttacksRitual Quality Check Off.png
QualityRitual Quality Check Off.png
  • Mace Mace HP Value
    Quality
    Material DPS[1] AP[1]
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 6.32 19.18% 200 92 Silver
    Normal Gold Gold 6.95 21.08% 60 5020 Silver
    Normal Plasteel Plasteel 7.58 19.18% 280 495 Silver
    Normal Silver Silver 6.95 21.08% 70 520 Silver
    Normal Steel Steel 6.95 21.08% 100 117 Silver
    Normal Uranium Uranium 9.3 30.63% 250 340 Silver
    Normal Wood Wood 6.32 19.18% 65 75 Silver

    For the full effects of qualities, see Quality.

    1. Jump up to: 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 if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history

    • Beta 19/1.0 - Damage buffed.