Difference between revisions of "Knee spike"
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|MeleeWeaponAverageAP = 38 | |MeleeWeaponAverageAP = 38 | ||
|mode = Melee | |mode = Melee | ||
− | |resources to make = {{icon|steel|40}} + {{icon| | + | |resources to make = {{icon|steel|40}} + {{icon|components|7}} |
|damge type = | |damge type = | ||
| mass = 4 | | mass = 4 | ||
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== Acquisition == | == Acquisition == | ||
− | The Knee Spike can be crafted at the [[Machining table]] once [[Research#Compact Weaponry|Compact Weaponry]], which requires a [[Techprint]], is researched. It requires {{icon|steel|40}} steel, {{icon| | + | The Knee Spike can be crafted at the [[Machining table]] once [[Research#Compact Weaponry|Compact Weaponry]], which requires a [[Techprint]], is researched. It requires {{icon|steel|40}} steel, {{icon|component|7}} components, 15,000 units of work, and a [[Skills#Crafting|crafting]] skill of at least 5. |
It can also be found on [[Raiders]], bought at traders and acquired through [{Quests]] | It can also be found on [[Raiders]], bought at traders and acquired through [{Quests]] |
Revision as of 12:31, 5 October 2020
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Knee spike
A spike that extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor.
Base Stats
- Type
- Medical Items – Body Parts
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Spike
22 dmg (Stab)
38% AP
2.6 seconds cooldown - Melee Average DPS
- 8.46
- Melee Average AP
- 38%
Creation
- Work To Make
- 15,000 ticks (4.17 mins)
The Knee Spike is an implant that gives an attack with 38% AP and 8.46 DPS. Like all Implant Weapons, it can only be installed on natural a natural limb, not a prosthetic.
Acquisition
The Knee Spike can be crafted at the Machining table once Compact Weaponry, which requires a Techprint, is researched. It requires 40 steel, 7 components, 15,000 units of work, and a crafting skill of at least 5.
It can also be found on Raiders, bought at traders and acquired through [{Quests]]
Analysis
The Knee Spike is slightly superior to a steel longsword of normal quality, with 0.98x the DPS made up for by 1.15x the AP. This means it is a relatively powerful weapon early on, however as knee spikes are not affected by quality or material bonuses, their relevance for melee pawns diminishes in the mid game.
However, given that ranged weapons typically fair poorly when used in melee combat and knee spikes can installed on pawns without preventing them from carrying ranged weapons, they can be useful to give a ranged pawn a decent melee option. This both expands their versatility in combat and mitigates a key weakness to melee enemies. However, the knee spike cannot be installed on bionic or archotech legs. The movement buff leg replacements provide can be key in improving pawn survivability, and are a significant boon in day-to-day duties. Therefore, installing the otherwise-inferior Elbow blade and forgoing a bionic or archotech arm may be a better option. As the effect of Manipulation on Shooting Accuracy is capped at 100%, the buffs provided by the arms do not significantly improve a ranged pawn's combat abilities, so it can be a more palatable trade-off assuming a pawn's non-combat duties would not benefit. If both bionic arms and legs are preferred, Venom fangs offer both significantly lower DPS and AP than either of the other two but do not conflict with any other beneficial prosthesis.
As of the changes to melee verb selection in 1.1.2610, installing more than one knee spike is redundant in all but some very niche circumstances, as is installing more than one of the implant weapons.
Version History
- Royalty Release - Introduced.
- 1.1.2598, buffed from 22% AP and 7.50 DPS to 38% AP and 8.46 DPS.