Difference between revisions of "Weapons"
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'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots. | '''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots. | ||
+ | If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. They also tend to have negative Beauty effects. Weapons stored in a [[shelf]] will not deteriorate or cause negative beauty, even if left outside. | ||
+ | |||
+ | Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. | ||
− | |||
− | |||
==Ranged Weapons== | ==Ranged Weapons== | ||
+ | Ranged weapons consist mostly of firearms currently, but there are other non-gunpowder ranged weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced [[Advanced Weapons|charge rifle and incendiary launcher]]. | ||
− | + | A very important stat of any ranged weapon is it's accuracy on various ranges. The values given in the table are teh base values. Those are modified by the [[quality]] level and even hitpoint loss. However one of the bigger factors is shooting accuracy of hte pawn wielding it. | |
+ | The ranges are measured in tiles and correspond to: | ||
+ | * Touch = 4 | ||
+ | * Short = 15 | ||
+ | * Medium = 30 | ||
+ | * Long = 50 | ||
+ | Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead. | ||
− | + | Many longer range weapons have a noticeable weakness in touch range accuracy and those weapons also tend have especially high melee bulk. They are also prone to hit allies with missed shoots, unless said ally is directly adjacent to them (see below). | |
+ | The damage of a weapon is giver per hit. Higher damage weapons are more likely to outright destroy or permanently injure the target, making them more usefull to dispatch enemies quickly, but also less suiteable to (re)capture an enemy. The damage type is almost exclusively "Sharp" damage. | ||
− | + | A number of Industrial era and higher weapons have Burst Fire. That means they will fire multiple shoots per use. It seems that each shoot has their own accuracy roll and cooldown only starts after all shoots of a burst have been fired. | |
+ | While they can not be fired while the wielder is engaged in melee, all ranged weapons can be used as makeshift Melee Weapons. They are without exception inferior to proper melee weapons, but still superior to bare fists. Their use against melee focussed enemies should not be underestimated, especially if they were fired during the enemy charge. While the materials and thus melee damage are usually fixed, the melee weapon bulk tends to varry considerably (50%-200%) between cases, with larger range weapons generally having much higher bulk but often doing more damage if they connect. | ||
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range. | DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range. | ||
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==Melee Weapons== | ==Melee Weapons== | ||
+ | These weapons can only be used against adjacent enemies. However they do prevent the enemy from using any ranged weaponry and tend to slow it down if it tries to leave. All [Animals] are counted as having melee weapons by default and any ranged weapon can be used as a makeshift (and thus usually inferior) melee weapon. | ||
− | + | Only two values are relevant to evaluate a weapons performance: Melee bulk and Damage (wich should include the type) | |
+ | Melee Weapon bulk defines how quickly the weapon can be used to attack. This is relevant for skilling the Melee Skill and often a tradeoff for low damage. This stat is only affect by very few materials and often a tradeoff for the damage value. | ||
− | The | + | The average DPS is often misleading. Specific attacks of a melee weapon varry widly from barely the base damage of a ranged weapon used in melee (jabbig or smashing with the handle) to 3 (sword tip piercing) or 4 (sword edge cutting) times that. The material, quality and even relative hitpoints of a Melee Weapon affect the damage output for each specific attack, with material usually in different ways per attack |
− | |||
Note that melee accuracy is determined by a [[Colonist|colonist's]] [[Skills#Melee|melee skill]] and further modified by health stats of consciousness and sight. | Note that melee accuracy is determined by a [[Colonist|colonist's]] [[Skills#Melee|melee skill]] and further modified by health stats of consciousness and sight. | ||
− | + | Weapons are also good options for sellable crafted goods. In terms of economy, Maces are the most efficient weapons to sell, as they have the best material cost:value ratio (75 and 210, respectively), and they bring in lump sums of cash. Technically, small weapons such as the knife and shiv have better ratios, but the amount of work required to make them and the amount of items a player would need to bring in a decent sum of silver make them impractical to mass-produce. | |
− | Weapons | ||
− | |||
− | |||
− | In terms of economy, Maces are the most efficient weapons to sell, as they have the best material cost:value ratio (75 and 210, respectively), and they bring in lump sums of cash. Technically, small weapons such as the knife and shiv have better ratios, but the amount of work required to make them and the amount of items a player would need to bring in a decent sum of silver make them impractical to mass-produce. | ||
===Base Melee Stats=== | ===Base Melee Stats=== | ||
− | The following stats are for weapons with 100% hit points, of normal quality, and made of steel (the baseline material). | + | The following stats are for weapons with 100% hit points, of normal quality, and made of steel (the baseline material wich has no modifiers on Bulk, Blunt or Sharp Damage). |
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|- | |- | ||
|} | |} | ||
+ | |||
+ | '''Wood''' is often the only starter material. It offers a slighty reduced melee weapon bulk, but at a reduction of every other stat. The only sharp weapon able to use it is the longswrod (presumably for practice swords). But many piercing weapons use it as part of the weapons main bulk | ||
+ | |||
+ | '''Metal''' is the primary material for combat Gear. It offers no modifiers of any kind and can be used for practically every weapon and armor, both directly and indrectly. | ||
+ | |||
+ | '''Plasteel''' has a slighly reduce melee bulk, at a slightly increased Sharp damage. It is also used primarily for late Industrial and Spacer technology. | ||
+ | |||
+ | '''Uranium''' having a noteable hardness, Uranium can be used for weapons and equipment. It drastically worsenes Bulk, but at a noticeable increase to Blunt (and plasteel level to Sharp) Damage. There is no known health effect for doing so. | ||
+ | |||
+ | '''Stone Blocks''' can be used only for select blunt weapons. It is an alternative to using Metal if rare. But metal should still be prefered for combat use, as it offers no bonus as drastical Bulk increase. | ||
+ | |||
+ | '''Low Volume Materials''' are terrible for sharp weapon, but can be worth it for blunt. They offer increased blunt damage at minimal increse to Weapon Bulk (with Jade being the best blunt material), but at a high tradeoff in Hitpoints and sharp damage. They also offer a beauty offset, often making weapons neutral to beneficial to have around in the open. However they also need exceptional material amounts and can drastically increase a colonies wealth. | ||
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|- | |- | ||
|} | |} | ||
− | + | ||
=== Melee Formulas === | === Melee Formulas === | ||
Revision as of 10:18, 3 May 2018
|
Weapons are used by colonists and raiders alike to fight each other (and sometimes to put down enraged animals). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.
If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. They also tend to have negative Beauty effects. Weapons stored in a shelf will not deteriorate or cause negative beauty, even if left outside.
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.
Ranged Weapons
Ranged weapons consist mostly of firearms currently, but there are other non-gunpowder ranged weapons like bows and throwing spears, and also the advanced charge rifle and incendiary launcher.
A very important stat of any ranged weapon is it's accuracy on various ranges. The values given in the table are teh base values. Those are modified by the quality level and even hitpoint loss. However one of the bigger factors is shooting accuracy of hte pawn wielding it.
The ranges are measured in tiles and correspond to:
- Touch = 4
- Short = 15
- Medium = 30
- Long = 50
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.
Many longer range weapons have a noticeable weakness in touch range accuracy and those weapons also tend have especially high melee bulk. They are also prone to hit allies with missed shoots, unless said ally is directly adjacent to them (see below).
The damage of a weapon is giver per hit. Higher damage weapons are more likely to outright destroy or permanently injure the target, making them more usefull to dispatch enemies quickly, but also less suiteable to (re)capture an enemy. The damage type is almost exclusively "Sharp" damage.
A number of Industrial era and higher weapons have Burst Fire. That means they will fire multiple shoots per use. It seems that each shoot has their own accuracy roll and cooldown only starts after all shoots of a burst have been fired.
While they can not be fired while the wielder is engaged in melee, all ranged weapons can be used as makeshift Melee Weapons. They are without exception inferior to proper melee weapons, but still superior to bare fists. Their use against melee focussed enemies should not be underestimated, especially if they were fired during the enemy charge. While the materials and thus melee damage are usually fixed, the melee weapon bulk tends to varry considerably (50%-200%) between cases, with larger range weapons generally having much higher bulk but often doing more damage if they connect.
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.
Name | Damage | Warm-Up (ticks*) |
Cooldown (ticks*) |
Range (tiles) |
Burst Count | Burst (ticks*) | Bullet Speed | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
Miss Radius | Blast Radius | DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Value
| |||
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* At normal game speed, there are 60 ticks to one real world second. See: Time.
Melee Weapons
These weapons can only be used against adjacent enemies. However they do prevent the enemy from using any ranged weaponry and tend to slow it down if it tries to leave. All [Animals] are counted as having melee weapons by default and any ranged weapon can be used as a makeshift (and thus usually inferior) melee weapon.
Only two values are relevant to evaluate a weapons performance: Melee bulk and Damage (wich should include the type)
Melee Weapon bulk defines how quickly the weapon can be used to attack. This is relevant for skilling the Melee Skill and often a tradeoff for low damage. This stat is only affect by very few materials and often a tradeoff for the damage value.
The average DPS is often misleading. Specific attacks of a melee weapon varry widly from barely the base damage of a ranged weapon used in melee (jabbig or smashing with the handle) to 3 (sword tip piercing) or 4 (sword edge cutting) times that. The material, quality and even relative hitpoints of a Melee Weapon affect the damage output for each specific attack, with material usually in different ways per attack
Note that melee accuracy is determined by a colonist's melee skill and further modified by health stats of consciousness and sight.
Weapons are also good options for sellable crafted goods. In terms of economy, Maces are the most efficient weapons to sell, as they have the best material cost:value ratio (75 and 210, respectively), and they bring in lump sums of cash. Technically, small weapons such as the knife and shiv have better ratios, but the amount of work required to make them and the amount of items a player would need to bring in a decent sum of silver make them impractical to mass-produce.
Base Melee Stats
The following stats are for weapons with 100% hit points, of normal quality, and made of steel (the baseline material wich has no modifiers on Bulk, Blunt or Sharp Damage).
* Material cannot be changed for these. They also do not come in varying quality levels. The Base Melee Stats table has their correct stats and no formulas are needed for them.
Material / Quality Modifiers
Name | Melee cooldown | Damage | DPS | Damage Type | Value | ||
---|---|---|---|---|---|---|---|
Fist * | 96 ticks (1.6 secs) | 7 | 4.38 | Blunt | - |
Material | Cooldown speed factor | Damage factor (Blunt) | DPS factor (Blunt) | Damage factor (Sharp) | DPS factor (Sharp) | Max HP factor |
---|---|---|---|---|---|---|
Sandstone | 1.35 | 1.00 | 0.60 | 0.50 | 0.37 | 1.4 |
Granite | 1.35 | 1.00 | 0.60 | 0.65 | 0.48 | 1.7 |
Limestone | 1.35 | 1.00 | 0.60 | 0.60 | 0.44 | 1.55 |
Slate | 1.35 | 1.00 | 0.60 | 0.60 | 0.44 | 1.3 |
Marble | 1.35 | 1.00 | 0.60 | 0.60 | 0.44 | 1.2 |
Silver | 1.00 | 1.10 | 1.10 | 0.50 | 0.50 | 0.7 |
Gold | 1.10 | 1.15 | 1.04 | 0.30 | 0.27 | 0.6 |
Steel | 1.00 | 1.00 | 1.00 | 1.00 | 1.00 | 1.0 |
Plasteel | 0.80 | 1.00 | 1.25 | 1.20 | 1.50 | 2.8 |
Wood | 0.90 | 0.80 | 0.92 | 0.30 | 0.35 | 0.4 |
Uranium | 1.35 | 1.40 | 0.84 | 1.10 | 0.66 | 2.5 |
Jade | 1.10 | 1.50 | 1.35 | 0.80 | 0.72 | 0.5 |
Wood is often the only starter material. It offers a slighty reduced melee weapon bulk, but at a reduction of every other stat. The only sharp weapon able to use it is the longswrod (presumably for practice swords). But many piercing weapons use it as part of the weapons main bulk
Metal is the primary material for combat Gear. It offers no modifiers of any kind and can be used for practically every weapon and armor, both directly and indrectly.
Plasteel has a slighly reduce melee bulk, at a slightly increased Sharp damage. It is also used primarily for late Industrial and Spacer technology.
Uranium having a noteable hardness, Uranium can be used for weapons and equipment. It drastically worsenes Bulk, but at a noticeable increase to Blunt (and plasteel level to Sharp) Damage. There is no known health effect for doing so.
Stone Blocks can be used only for select blunt weapons. It is an alternative to using Metal if rare. But metal should still be prefered for combat use, as it offers no bonus as drastical Bulk increase.
Low Volume Materials are terrible for sharp weapon, but can be worth it for blunt. They offer increased blunt damage at minimal increse to Weapon Bulk (with Jade being the best blunt material), but at a high tradeoff in Hitpoints and sharp damage. They also offer a beauty offset, often making weapons neutral to beneficial to have around in the open. However they also need exceptional material amounts and can drastically increase a colonies wealth.
Quality | Base Damage Modifier |
---|---|
Awful | 0.40 |
Shoddy | 0.70 |
Poor | 0.85 |
Normal | 1.00 |
Good | 1.10 |
Superior | 1.20 |
Excellent | 1.35 |
Masterwork | 1.45 |
Legendary | 1.55 |
Melee Formulas
Damage for any melee weapon is Base Damage x Material Modifier x Quality Modifier
For example, a Masterwork Granite Gladius. A Gladius deals Sharp damage, so the Sharp damage material modifier is used.
Damage = 13, Material Modifier = 0.65, Quality = 1.45
Therefore, a Masterwork Granite Gladius deals (13 x 0.65 x 1.45) = 12.2525 damage.
Don't forget that Blunt damage will affect bones as well as flesh, and can potentially do more damage / incapacitate easier.
Cooldown is calculated as Weapon melee cooldown / Material melee cooldown
DPS (damage per second) is calculated as Damage / Cooldown. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.
The Masterwork Granite Gladius has Damage 14.365 and Cooldown 3.22 seconds.
DPS = Damage / Cooldown = 14.365 / 3.22 = 4.46 (rounded).