Difference between revisions of "Club"
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Interestingly, [[jade]] clubs actually have a slightly superior (1.27% higher) damage output when compared to plasteel maces, but the latter can still pull ahead due to how the game handles armor rating, and the plasteel mace's superior cooldown. | Interestingly, [[jade]] clubs actually have a slightly superior (1.27% higher) damage output when compared to plasteel maces, but the latter can still pull ahead due to how the game handles armor rating, and the plasteel mace's superior cooldown. | ||
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+ | Since Beta 18, it has lost its quality value, like the [[shiv]], meaning that all clubs made from the material are the same regardless of your craftsman's skill. This is useful in early-game when you haven't trained up any good craftsmen, but becomes more of a drawback later on. | ||
===Obtaining=== | ===Obtaining=== | ||
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===Combat Performance per Material=== | ===Combat Performance per Material=== | ||
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Revision as of 12:47, 20 November 2017
Club
The club is a neolithic melee weapon in RimWorld that does a moderate amount of damage, has a moderate-long cooldown, and deals blunt damage.
As is typical with any blunt weapon, club attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons. Compared to its 'descendant', the mace, the club is cheaper to produce, but has a longer cooldown period which puts it at a DPS disadvantage.
Underwhelming in terms of damage output, the club is generally only a feasible melee option in the early-game. However, even this is debatable as the shiv is significantly cheaper and has a significantly shorter cooldown time - but also has a somewhat lower damage output, and does sharp damage. However, the latter shouldn't make a significant difference as armored enemies would probably be few and far-between at the stage you'd be considering producing clubs.
However, the club somewhat redeems itself against armored targets; the steel club is a dark horse in the respect that it actually edges out even the infamous plasteel longsword in terms of damage output - albeit only by a 3.4% margin.
Interestingly, jade clubs actually have a slightly superior (1.27% higher) damage output when compared to plasteel maces, but the latter can still pull ahead due to how the game handles armor rating, and the plasteel mace's superior cooldown.
Since Beta 18, it has lost its quality value, like the shiv, meaning that all clubs made from the material are the same regardless of your craftsman's skill. This is useful in early-game when you haven't trained up any good craftsmen, but becomes more of a drawback later on.
Obtaining
Clubs can be purchased from any combat supplier or war merchant, or obtained from any melee raiders. Maces can also be crafted at crafting spot, or any smithy without any research required; from 40 of any metallic, wooden, or stony material, and 500 ticks (8.33 secs) of work.
Combat Performance per Material
Materials | Wood | Stone | Steel | Plasteel | Silver | Gold | Uranium | Jade |
---|---|---|---|---|---|---|---|---|
Damage | 10 | 12 | 12 | 12 | 13 | 14 | 17 | 18 |
Cooldown | 1.94s | 2.9s | 2.15s | 1.72s | 2.15s | 2.37s | 2.9s | 2.37s |
Base DPS [1] | 5.155 | 4.138 | 5.581 | 6.977 | 6.047 | 5.907 | 5.862 | 7.595 |
Armored DPS [2] | 4.124 | 3.448 | 4.651 | 5.814 | 4.651 | 4.641 | 4.828 | 5.907 |