Pila

From RimWorld Wiki
Revision as of 08:47, 30 October 2022 by Hordes (talk | contribs) (→‎Analysis)
Jump to navigation Jump to search

Pila

Pila

Pila are spears for throwing. They take a long time to throw, but one hit can do heavy damage. This weapon represents a bundle of pila and can be thrown over and over. The singular of pila is pilum.

Base Stats

Type
EquipmentWeapons
Tech Level
Neolithic
Weapon Class
Neolithic
Market Value
109 Silver
Mass
4 kg

Ranged Combat

Mode
Single-Shot
Damage
25 dmg (RangedStab)
Armor penetration
10%
Warm-Up
240 ticks (4 secs)
Cooldown
240 ticks (4 secs)
Range
18.9 tile(s)
Accuracy
50% - 71% - 50% - 32%
Velocity
26 (m/s)
Burst Count
1 (per burst)
DPS
3.13
Stopping power
2.5

Melee Combat

Melee Attack 1
Shaft
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Point
9 dmg (Stab)
13% AP
2.0 seconds cooldown

Creation

Crafted At
Fueled smithy / Electric smithy
Required Research
Smithing
Skill Required
Crafting 3
Work To Make
7,000 ticks (1.94 mins)
Resources to make
Wood 70
Technical
weaponTags
Neolithic, NeolithicRangedHeavy


Pila are slightly heavier, thrown ranged weapons which deal a high amount of damage per pilum thrown. They have a very long time between throws, and slightly shorter range and slightly lower overall accuracy.

Note that pila, once equipped, can be thrown infinitely; they are not consumed by use.

Acquisition

Pila can be crafted at either a fueled or electric smithy once the Smithing research project has been completed. They require Wood 70 Wood, 7,000 ticks (1.94 mins) of work, and a Crafting skill of 3.

Alternatively, pila can be purchased from neolithic war merchants, orbital combat suppliers, tribal and outlander faction bases, or found on the following raiders kinds:

Raider Kind Chance Average Quality Health
Heavy Archer 50.71% Normal 100%

Analysis

Pilum deal a great amount of damage per shot, matching the much more advanced sniper rifle. They also have a massive stopping power - not only able to stagger humans, but every other creature in the game except for following: Bulbfreak, Centipede, Centipede blaster, Centipede burner, Centipede gunner, Centurion, Devourer, Diabolus, Dreadmeld, Elephant, Megasloth, Nociosphere, Rhinoceros, Thrumbo, Tunneler, War queen. However, pila have the slowest fire rate in the game, at least for conventional ranged weapons. They also have the shortest range of neolithic weapons, only outranging both shotguns and all grenades. Overall, they have a very weak DPS thanks to their poor accuracy and horrible warmup/cooldown rate - even short bows are superior. Therefefore, pila are best used as support and hunting weapons.

Because of the immense damage per shot, pila are known to completely destroy body parts, which can maim or outright kill a pawn. And, as thrown weapons, pila have a tendency to strike internal body parts more often. A pila user in the back can fish for lucky hits while other pawns deal damage, causing enemies to stagger in the process. The per-hit damagealso makes them great for hunting, but problems can arise if the quarry turns manhunter. As a downside, pila are likely to dismember any enemies you might want to capture, yourself.

Due to their high research cost and low DPS, pila don't find much use outside of the Lost Tribe scenario, which starts with two of them. Most guns deal more damage, which is more generally useful. A higher-tech support weapon is the pump shotgun.

Against an unarmored human, a pilum can kill with 2 hits to the torso, 1-2 hits to the head, or 1 hit to the neck or brain; cripple or destroy limbs in 1-2 hits; and destroy eyes and digits with a single hit. It'll generally take around 3 hits (~39.8 seconds average) to incapacitate that human from pain shock. {ila are best paired with careful shooters up to level 6, then with trigger-happy shooters beyond that point.

Attack table

Ranged

  • Pila Pila Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 22.5 9% 40% 56.8% 40% 25.6% 2.82 1.13 1.61 1.13 - 55 Silver
    Poor 25 10% 45% 63.9% 45% 28.8% 3.13 1.41 2 1.41 - 82 Silver
    Normal 25 10% 50% 71% 50% 32% 3.13 1.57 2.22 1.57 - 109 Silver
    Good 25 10% 55% 78.1% 55% 35.2% 3.13 1.72 2.44 1.72 - 136 Silver
    Excellent 25 10% 60% 85.2% 60% 38.4% 3.13 1.88 2.66 1.88 - 164 Silver
    Masterwork 31.25 12.5% 67.5% 95.85% 67.5% 43.2% 3.91 2.66 3.76 2.66 - 270 Silver
    Legendary 37.5 15% 75% 100% 75% 48% 4.7 3.52 4.7 3.52 - 545 Silver

    For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band.
    The value is provided due to the interpolated nature of accuracy between range points.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Pila Pila Shaft (Blunt) Point (Stab) Human: Left & right fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 12.5% 7.2 2s 10.4% 3.6 12.5% 8.2 2s 12% 4.1 37.5% 100 55 Silver
    Poor 4.08 11.85% 8.1 2s 11.7% 4.05 25% 8.1 2s 11.7% 4.05 25% 8.2 2s 12% 4.1 25% 100 82 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 37.5% 9 2s 13% 4.5 37.5% 8.2 2s 12% 4.1 12.5% 100 109 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 37.5% 9.9 2s 14.3% 4.95 37.5% 8.2 2s 12% 4.1 12.5% 100 136 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 37.5% 10.8 2s 15.6% 5.4 37.5% 8.2 2s 12% 4.1 12.5% 100 164 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 37.5% 13.05 2s 18.85% 6.53 37.5% 8.2 2s 12% 4.1 12.5% 100 270 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 37.5% 14.85 2s 21.45% 7.43 37.5% 8.2 2s 12% 4.1 12.5% 100 545 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Pila vs. Comparable Weapons

    This section goes over how well pila fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.

    Methodology

    • All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
    • All pawns have a skill level of 8 in shooting
    • No pawns have any traits that affect combat performance
    • All pawns are of 18 years of age and completely healthy
    • Pawns are divided by walls to prevent stray shots from skewing results in any way
    • Weather conditions are kept clear and no cover is used


    Results in the tables below are the percentages of battles that pila either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.


    Unarmored

    For the unarmored testing, all pawns wore normal quality plainleather pants and plainleather button-down shirts.

    Pila vs. 3 7 12 18 25 32 40
    Short bow 17.80% 22.40% 33.95% 35.50% - - -
    Pump shotgun 6.00% 6.75% 10.75% - - - -


    Flak Armor

    For the flak armor testing, all pawns wore normal quality steel simple helmets, flak jackets, flak vests, plainleather button-down shirts and flak pants.

    Pila vs. 3 7 12 18 25 32 40
    Short bow 9.85% 15.20% 25.35% 27.40% - - -
    Pump shotgun 2.50% 2.65% 3.95% - - - -


    Marine Armor

    For the marine armor testing, all pawns wore normal quality marine helmets, marine armor, plainleather button-down shirts and plainleather pants.

    Pila vs. 3 7 12 18 25 32 40
    Short bow 10.25% 16.55% 28.20% 29.15% - - -
    Pump shotgun 2.15% 2.55% 2.85% - - - -


    Graphs

    The graphs assume normal quality pila against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.


    Pila's accuracy with various shooters without any trait. Pila's DPS with various shooters without any trait.

    Pila's accuracy with various shooters with careful shooter. Pila's DPS with various shooters with careful shooter.

    Pila's accuracy with various shooters with trigger-happy. Pila's DPS with various shooters with trigger-happy.

    Version history

    • 0.4.460 - Damage nerfed from 45 to 30