Difference between revisions of "Melee Damage Factor"
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Arcangelus (talk | contribs) (The class StatPart_ShamblerCrawling affects this, but i have no idea what that it translates to.) |
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− | Multiplies damage dealt by all melee attacks. It also affects melee | + | Multiplies damage dealt by all melee attacks. It also affects melee [[armor penetration]] 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. |
== Factors == | == Factors == |
Revision as of 03:48, 11 August 2024
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: The Anomaly exclusive Class StatPart_ShamblerCrawling affects this, but no idea what it means.. |
Melee Damage Factor is a stat: A multiplier on the amount of melee damage inflicted by this person. Its default value is 100%.
Multiplies damage dealt by all melee attacks. It also affects melee armor penetration when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: Spears, Monoswords, Persona monoswords, Hand talon, Knee spikes, and flesh whips. The changes to damage and AP are considered in the melee verb selection.
Factors
- Weak melee damage: ×50%
- Strong melee damage: ×150%
- Ghoul barbs: ×150%
- Juggernaut serum: ×150%
- StatPart_ShamblerCrawling : ×75%
Version history
- 1.5.4062 - Removed Biotech MayRequire from MeleeDamageFactor stat.