Difference between revisions of "Club"

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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.
+
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 disadvantage, and don't have a quality value.
  
  
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.
+
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, but also has a somewhat lower damage output, and does sharp damage. 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.
+
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.
+
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, the plasteel mace's superior cooldown, and if the mace has a better than Normal quality.
  
  
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===Obtaining===
 
===Obtaining===
 +
 
Clubs can be purchased from any combat supplier or war merchant, or obtained from any melee [[raider]]s. Maces can also be crafted at [[crafting spot]], or [[fueled smithy|any]] [[electric smithy|smithy]] without any research required; from 40 of any metallic, wooden, or stony [[materials|material]], and {{ticks|500}} of work.
 
Clubs can be purchased from any combat supplier or war merchant, or obtained from any melee [[raider]]s. Maces can also be crafted at [[crafting spot]], or [[fueled smithy|any]] [[electric smithy|smithy]] without any research required; from 40 of any metallic, wooden, or stony [[materials|material]], and {{ticks|500}} of work.
  

Revision as of 10:17, 27 November 2017

Club

Club

"The oldest human weapon - a shaped stick, heavy at one end, for bashing enemies to death. Primitive but effective."

Base Stats

Type
EquipmentWeapons
Weapon Class
Neolithic

Ranged Combat

Mode
Melee
Damage
12 dmg (Blunt)
Cooldown
129 ticks (2.15 secs)
DPS
5.58
Mode
Melee


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 disadvantage, and don't have a quality value.


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, but also has a somewhat lower damage output, and does sharp damage. 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.


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, the plasteel mace's superior cooldown, and if the mace has a better than Normal quality.


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.


Possible Attacks

Tool Attack Damage Type Power Cooldown Likelihood[1] Base DPS[2] Armored DPS[3]
Overall - - 11.966 2.15s - 5.566 5.12
Handle Poke Blunt 8 2.15s 36% 3.721 3.423
Head Smash Blunt 14.2 2.15s 64% 6.605 6.076


  1. Weighted based on the amount of damage that the tool does.
  2. Damage Per Second.
  3. Against a normal quality armor vest (50% sharp damage reduction and 10% deflection chance; 20% blunt damage reduction), including coverage.