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.
If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. Weapons stored in a shelf will not deteriorate, even if left outside.
Template:Clr
Ranged Weapons
Range 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. Ranged weapons that are damaged and have lost hit points suffer lower accuracy. A ranged weapon's accuracy is also affected by its quality level.
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.
Accuracy stats listed below are for weapons with 100% hit points and of normal quality. 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.
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 are touch-range weapons.
The exact damage of a melee weapon is based on its quality level, with a low quality weapon dealing less damage and a high quality weapon dealing more. Melee weapons that are damaged and have lost hit points suffer a reduced damage amount.
Note that melee accuracy is determined by a colonist's melee skill and further modified by health stats of consciousness and sight.
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.
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).
* 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 |
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 |
Stone blocks can only be used with club or shiv
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).