Difference between revisions of "Melee Damage Factor"

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{{Stub|reason= missing but there's enough things that engage with this stat to justify a page. need to hunt down mentionsand link them here}}
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{{Stub|reason=needs to be properly written and formatted,  see other star pages for example}}
 
{{Stat}}
 
{{Stat}}
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Multiplies damage dealt by all melee attacks. It also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}. The changes to damage and AP are considered in the melee verb selection. 
  
[[Strong melee damage]]{{BiotechIcon}}
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* [[Weak melee damage]]{{BiotechIcon}
[[Ghoul barbs]]{{AnomalyIcon}}
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* [[Strong melee damage]]{{BiotechIcon}}
[[Juggernaut serum]]{{AnomalyIcon}}
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* [[Ghoul barbs]]{{AnomalyIcon}}
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* [[Juggernaut serum]]{{AnomalyIcon}}
  
 
{{Nav|stats|wide}}
 
{{Nav|stats|wide}}

Revision as of 19:26, 7 July 2024

Melee Damage Factor is a stat:

Multiplies damage dealt by all melee attacks. It also affects melee AP when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: Spears, Monoswords,Content added by the Royalty DLC Persona monoswords,Content added by the Royalty DLC Hand talon,Content added by the Royalty DLC Knee spikes,Content added by the Royalty DLC and flesh whipsContent added by the Anomaly DLC. The changes to damage and AP are considered in the melee verb selection.