Difference between revisions of "Power claw"

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{{infobox main|
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{{Rewrite|reason=cleanup}}{{infobox main|
 
| name = Power claw
 
| name = Power claw
 
| image = Health item prosthetic.png|Power claw
 
| image = Health item prosthetic.png|Power claw
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| techHediffsTags = Advanced, AdvancedWeapon
 
| techHediffsTags = Advanced, AdvancedWeapon
 
| thingSetMakerTags = RewardStandardMidFreq
 
| thingSetMakerTags = RewardStandardMidFreq
}}{{Info|'''Power claws''' are powerful bionic hand replacements. A power claw can only be installed on a natural arm. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed and boxed for reuse. A power claw deals 22 damage compared to 8 damage from a fist and slows movement by 8%.}}
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}}{{Info|'''Power claws''' are [[Artificial body part|artificial hand replacements]] that also function as moderately powerful melee [[weapons]] at the expense of slowing a pawn's [[moving]].}}
  
==Acquisition==
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== Acquisition ==
In the core game, power claws cannot be crafted and must be bought, given as a quest reward or found in item stashes.
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In the core game, power claws cannot be crafted and must be [[trade|bought]], given as a [[quest]] reward, or found in item stashes.
  
With the [[Royalty DLC]], power claws can be made at the [[Machining table]] if [[Research#Specialized limbs|Specialized Limbs]],  which requires a [[techprint]], is researched. Crafting the claw requires {{icon|steel|40}} [[steel]] and {{icon|component|8}} [[component]]s. They require a [[Crafting]] skill of 5.
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{{Royalty|no category}}
 +
With the [[Royalty DLC]], power claws can be crafted at the [[Machining table]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] project has been researched. Note that this research requires a [[techprint]]. Each claw requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
  
 
== Summary ==
 
== Summary ==
The power claw replaces the left or right hand of the pawn it is installed on, and replaces the natural 8.2 [[Damage Types#Blunt|Blunt]] damage "Fist" attack with a {{P|Attack 1 Damage}} damage [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]] attack. It also reduces the [[Moving]] capacity by 8%, in turn reducing the following stats: {{#ask: [[Moving Importance::+]]}}. It otherwise functions as a normal hand.
+
The power claw replaces the left '''or''' right hand of the pawn it is installed on. It has a part efficiency of 100% and replaces the natural 8.2 [[Damage Types#Blunt|Blunt]] damage "Fist" attack of the replaced hand with a {{P|Attack 1 Damage}} damage [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]] attack. It also reduces the [[Moving]] capacity by 8%, in turn reducing the following stats: {{#ask: [[Moving Importance::+]]}}. It otherwise functions as a normal hand, offering the full [[Manipulation]] capability of a healthy human hand.
  
===Installation===
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When social fighting, colonists will not use the power claw to attack their opponent.
{{stub|section=1}}
+
 
It cannot be installed on artificial body parts that replace the entire arm, such as the [[bionic arm]], and will cause the removal of any parts installed into the hand, such as the [[hand talon]] {{RoyaltyIcon}}. It also will replace or be replaced by any other part that replaces the hand, such as the [[field hand]] {{RoyaltyIcon}}.
+
=== Installation ===
 +
A power claw can only be installed on a natural arm. It cannot be installed on artificial body parts that replace the entire arm, such as the [[bionic arm]], and will cause the removal of any parts installed into the hand, such as the [[hand talon]] {{RoyaltyIcon}}. It also will replace or be replaced by any other part that replaces the hand, such as the [[field hand]] {{RoyaltyIcon}}. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed for later reuse.
  
Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 4.
+
Installing the part requires {{ticks|2500}} of work, 2x medicine of ??{{Check Tag|What Quality?|Herbal, Industrial, Glitterworld?}} quality or better, and a [[Skills#Medical|Medical skill]] of 4.
  
Removing the part requires ? of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?.
+
Removing the part requires {{ticks|2500}} of work, 1x medicine of ??{{Check Tag|What Quality?|Herbal, Industrial, Glitterworld?}} quality or better, and a [[Skills#Medical|Medical skill]] of ?.
  
 
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
 
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.
  
==Analysis==
+
== Analysis ==
{{Stub|section=1}}
+
{{Stub|section=1|reason=General analysis, current analysis waffles on.}}
The power claw may be used in melee combat, even when holding a gun. Therefore, it helps ranged combatants defend themselves in melee. However, it reduces movement speed.
+
The power claw has the highest damage, AP, and DPS of all [[artificial body parts]], and is as a moderately powerful melee weapon in its own right - attacking 25% faster than a [[Quality|normal]] [[steel]] [[longsword]], but with
 +
otherwise equivalent stats, and producing a DPS competitive with a normal [[plasteel]] longsword. Additionally, like all body part weapons, a pawn can be equipped with both a power claw and a ranged weapon. However, there are a variety of ramifications from its use that limit its utility, depending on what it is compared to.
 +
 
 +
Note, that no matter what role the power claw is placed into, there is little reason to install more than one.
 +
 
 +
===Melee weapons===
 +
Compared to actual melee weapon, a power claw acquired through trade or quest reward shines in the early game before [[Research#Smithing|Smithing]] and/or [[Research#Long blade|Long blades]] have been researched, or before high quality crafters and materials like [[uranium]] and plasteel become common. However, this lifespan is limited by the claw's lack of [[Quality]] multipliers. Crafted melee weapons of the right material quickly begin to outshine the power claw's attack in the midgame. More importantly, unlike the claw, those weapons can be used with [[bionic arm|bionic]] and [[archotech arm]]s which increase [[Manipulation]] and [[Melee Hit Chance]] and don't decrease [[Moving]] and [[Melee Dodge Chance]]. Thus, a melee pawn armed with only an equivalent melee weapon can still be superior to one armed with a power claw.
 +
 
 +
===Body part weapons===
 +
{{Stub|section=1|reason= Comparison to the combat and non-combat uses of the bionic and archotech arms}}
 +
Compared to other body part weapons, there are different considerations. All such weapons fall into the same issue of being replaced by high quality, good material melee weapons. Instead, they typically act as sidearms for ranged fighters so that they don't have to rely on their using their ranged weapon's mediocre melee attacks should they or the enemy close. In this role, the power claw is a serious contender as the most powerful of any such weapon. Only the [[hand talon]]{{RoyaltyIcon}} provides comparable DPS, but does so with less than half the AP. The power claw remains incompatible with other hand and arm bionics however, and depending on the non-combat role of the pawn, other options  may offer a way to increase both the melee potential and work output of pawns that the power claw does not. For example, the [[knee spike]]{{RoyaltyIcon}} is compatible with all hand and arm, but not leg, bionics, and the [[elbow blade]]{{RoyaltyIcon}} which is compatible with hand and leg, but not arm, bionics. And in return, they lose approximately 20% of their DPS compared to the power claw. For example, a ranged-fighting planter will perform significantly better with two [[field hand]]s and [[bionic leg]]s and is fully compatible with the elbow blade, but not the power claw. The loss of DPS in the rare instances that they close is likely acceptable.
 +
 
 +
The moving penalty offered by the power claw also negatively affects some comparisons as well. While likely not relevant on a researcher who sits all day, planter or hauler who spends a significant proportion of their time walking to their tasks will be have their work rate significantly reduced.
 +
 
 +
===Slaves===
 +
{{Ideology|No category}}
 +
Slaves represent a unique use case for body part weapons. As melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicate melee weapons is also less relevant.
 +
 
 +
===Prosthesis===
 +
Finally there is the use as a prosthesis. Despite primarily being a weapon, the power claw does fully replace the functionality of a damaged or missing hand. If a power claw is available, but a bionic or archotech arm is not, or are otherwise contraindicated, such as on a pawn that will eventually host a currently unavailable [[field hand]]{{Royalty}}, they are a useful and low cost way to regain full capability. The penalty to [[moving]] must be considered however.
 +
 
 +
 
 +
 
 +
{{#ask: [[Type2::Body Parts]] [[Mode::Melee]]
 +
|?Attack 1 Damage
 +
|?Attack 1 AP
 +
|?Attack 1 Cooldown
 +
|?Attack 1 Type
 +
|?MeleeDPS
 +
}}
 +
 
  
An alternative self-defense option for colonists with guns is the [[Hand talon]]. It doesn't lower movement speed, but it delivers less damage than the power claw.
 
  
When social fighting, colonists will not use the power claw to attack their opponent.
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.7.581|0.7.581]] - Added
 
* [[Version/0.7.581|0.7.581]] - Added
*Before B19, the power claw had a body part efficiency of 92%.
+
* B19 - Body part efficiency increased from 92% -> 100%.
*A crafting recipe was added with the release of the Royalty DLC.
+
* [[Royalty DLC]] Release - Crafting Recipe added.
*[[Version/1.1.2587|1.1.2587]] - DPS was buffed but it also slowed movement.
+
* [[Version/1.1.2587|1.1.2587]] - DPS was buffed but it also slowed movement.
  
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}

Revision as of 07:58, 5 December 2021

Power claw

Power claw

A combat-oriented hand replacement consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.

Base Stats

Type
Medical ItemsBody Parts
Weapon Class
Spacer
Market Value
385 Silver
Mass
4 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Claw
22 dmg (Scratch)
33% AP
2 seconds cooldown

Creation

Crafted At
Machining table
Required Research
Specialized limbsTechprint
Skill Required
Crafting 5
Work To Make
15,000 ticks (4.17 mins)
Resources to make
Steel 40 + Component 8
Technical
thingSetMakerTags
RewardStandardMidFreq
techHediffsTags
Advanced, AdvancedWeapon
tradeTags
TechHediff


Power claws are artificial hand replacements that also function as moderately powerful melee weapons at the expense of slowing a pawn's moving.

Acquisition

In the core game, power claws cannot be crafted and must be bought, given as a quest reward, or found in item stashes.

With the Royalty DLC, power claws can be crafted at the Machining table once the Specialized limbs project has been researched. Note that this research requires a techprint. Each claw requires Steel 40 Steel, Component 8 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.

Summary

The power claw replaces the left or right hand of the pawn it is installed on. It has a part efficiency of 100% and replaces the natural 8.2 Blunt damage "Fist" attack of the replaced hand with a 22 damage Scratch attack. It also reduces the Moving capacity by 8%, in turn reducing the following stats: Hunting Stealth, Melee Dodge Chance, Move Speed. It otherwise functions as a normal hand, offering the full Manipulation capability of a healthy human hand.

When social fighting, colonists will not use the power claw to attack their opponent.

Installation

A power claw can only be installed on a natural arm. It cannot be installed on artificial body parts that replace the entire arm, such as the bionic arm, and will cause the removal of any parts installed into the hand, such as the hand talon Content added by the Royalty DLC. It also will replace or be replaced by any other part that replaces the hand, such as the field hand Content added by the Royalty DLC. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed for later reuse.

Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of ??[What Quality?] quality or better, and a Medical skill of 4.

Removing the part requires 2,500 ticks (41.67 secs) of work, 1x medicine of ??[What Quality?] quality or better, and a Medical skill of ?.

If the operation fails, the part has a chance[What Chance?] to be destroyed.

Analysis

The power claw has the highest damage, AP, and DPS of all artificial body parts, and is as a moderately powerful melee weapon in its own right - attacking 25% faster than a normal steel longsword, but with otherwise equivalent stats, and producing a DPS competitive with a normal plasteel longsword. Additionally, like all body part weapons, a pawn can be equipped with both a power claw and a ranged weapon. However, there are a variety of ramifications from its use that limit its utility, depending on what it is compared to.

Note, that no matter what role the power claw is placed into, there is little reason to install more than one.

Melee weapons

Compared to actual melee weapon, a power claw acquired through trade or quest reward shines in the early game before Smithing and/or Long blades have been researched, or before high quality crafters and materials like uranium and plasteel become common. However, this lifespan is limited by the claw's lack of Quality multipliers. Crafted melee weapons of the right material quickly begin to outshine the power claw's attack in the midgame. More importantly, unlike the claw, those weapons can be used with bionic and archotech arms which increase Manipulation and Melee Hit Chance and don't decrease Moving and Melee Dodge Chance. Thus, a melee pawn armed with only an equivalent melee weapon can still be superior to one armed with a power claw.

Body part weapons

Compared to other body part weapons, there are different considerations. All such weapons fall into the same issue of being replaced by high quality, good material melee weapons. Instead, they typically act as sidearms for ranged fighters so that they don't have to rely on their using their ranged weapon's mediocre melee attacks should they or the enemy close. In this role, the power claw is a serious contender as the most powerful of any such weapon. Only the hand talonContent added by the Royalty DLC provides comparable DPS, but does so with less than half the AP. The power claw remains incompatible with other hand and arm bionics however, and depending on the non-combat role of the pawn, other options may offer a way to increase both the melee potential and work output of pawns that the power claw does not. For example, the knee spikeContent added by the Royalty DLC is compatible with all hand and arm, but not leg, bionics, and the elbow bladeContent added by the Royalty DLC which is compatible with hand and leg, but not arm, bionics. And in return, they lose approximately 20% of their DPS compared to the power claw. For example, a ranged-fighting planter will perform significantly better with two field hands and bionic legs and is fully compatible with the elbow blade, but not the power claw. The loss of DPS in the rare instances that they close is likely acceptable.

The moving penalty offered by the power claw also negatively affects some comparisons as well. While likely not relevant on a researcher who sits all day, planter or hauler who spends a significant proportion of their time walking to their tasks will be have their work rate significantly reduced.

Slaves

Slaves represent a unique use case for body part weapons. As melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicate melee weapons is also less relevant.

Prosthesis

Finally there is the use as a prosthesis. Despite primarily being a weapon, the power claw does fully replace the functionality of a damaged or missing hand. If a power claw is available, but a bionic or archotech arm is not, or are otherwise contraindicated, such as on a pawn that will eventually host a currently unavailable field hand

, they are a useful and low cost way to regain full capability. The penalty to moving must be considered however.


 Attack 1 DamageAttack 1 APAttack 1 CooldownAttack 1 TypeMeleeDPS
Archotech arm14212Blunt
Bionic arm12182Blunt
Drill arm13202Stab
Elbow blade18272Cut
Field hand9132Blunt
Flesh whip20.5602Cut
Hand talon15151.5Scratch
Knee spike22382.6Stab
Power claw22332Scratch
Prosthetic arm8.2122Blunt
Venom fangs15222Toxic bite
Venom talon11151.5Toxic scratch



Version history

  • 0.7.581 - Added
  • B19 - Body part efficiency increased from 92% -> 100%.
  • Royalty DLC Release - Crafting Recipe added.
  • 1.1.2587 - DPS was buffed but it also slowed movement.