Difference between revisions of "Scyther blade"
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{{#set:Melee Damage Base = 20| Melee Cooldown Base = 60| Damage Type = Sharp}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}} | {{#set:Melee Damage Base = 20| Melee Cooldown Base = 60| Damage Type = Sharp}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}} | ||
− | {{Info|Once removed from an incapacitated [[ | + | {{Info|Once removed from an incapacitated [[scyther]], scyther blades can be installed onto a colonist as replacements for their fists. A scyther blade cannot be salvaged if it has been damaged or if the scyther is dead. To remove a blade, add a bill in the scyther's Health, Modifications tab. Only a colonist set as a constructor can extract the blade. |
Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393) | Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393) |
Revision as of 09:38, 21 April 2017
Scyther blade
Once removed from an incapacitated scyther, scyther blades can be installed onto a colonist as replacements for their fists. A scyther blade cannot be salvaged if it has been damaged or if the scyther is dead. To remove a blade, add a bill in the scyther's Health, Modifications tab. Only a colonist set as a constructor can extract the blade.
Though it seems medical skill is taken into account for this job success check instead of construction skill (0.16.1393)
A scyther blade can only be installed on a natural arm and it deals 20 damage, compared to 6 damage from a fist. If an installed scyther blade gets replaced with an artificial arm or another hand attachment, the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the hand's efficiency to 20%. A colonist with one normal hand and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation.
When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one blade and one normal fist is less effective than having two blades. A colonist equipped with one or more blades should not wield a melee weapon because they will use the weapon instead of their blades.
When social fighting, colonists will not use the scyther blade to hit the opponent.
Melee Attack | Damage Amount | Cooldown | DPS |
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Cut |