Knife

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Knife

Knife

One of mankind's oldest manufactured objects. The knife has taken many forms, but the concept has always remained the same: A handle for holding and a sharp edge for cutting.

Base Stats

Type
EquipmentWeapons
Weapon Class
Neolithic
Mass
0.5 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
9 dmg (Blunt)
13% AP
2 seconds cooldown
Melee Attack 2 
Blade
12 dmg (Cut)
18% AP
1.5 seconds cooldown
Melee Attack 3 
Point
13 dmg (Stab)
20% AP
2 seconds cooldown

Creation

Work To Make
1,800 ticks (30 secs)
Stuff Tags
Metallic
Resources to make
Stuff 30
Technical
weaponTags
MedievalMeleeBasic, NeolithicMeleeBasic


The knife is a primitive melee weapon, it that does a low amount of damage, has a short cooldown, and deals sharp damage. As is typical with any sharp weapon, knife attacks cause bleeding, and generally fares poorly against armor when compared to blunt weapons. Due to its low cooldown, knives are skill-friendly weapons; even if a pawn equipped with a knife misses their attack, another attack will follow not long after.

Acquisition

Knives can be crafted at the crafting spot, fueled smithy or smithy with 30 units of any metallic or wooden material, and 4,000 ticks (1.11 mins) of work. As well as purchased from any outlander and orbital combat suppliers, or from outlander and pirate raiders drops.

Analysis

Knives are low-tier melee weapons with a slightly below average damage output, but are cheap and fast to produce. That being said, the gladius offers significantly better performance for little more in the way of resource costs and more time to craft.

If all your colonist have bad crafting skill, the knife is a decent option. When you have a colonist with good crafting skill, (crafting level <7) and can build Fueled smithy or Electric smithy, then this is the moment to upgrade to the gladius or Longsword. The fact that you can make knives at an crafing spot, makes this weapon very desirable in the early game, especially in hard scenarios, like Naked Brutality.

A plasteel Knife can be as good as a steel longsword, deals less damage, but with less cooldown between attacks, yielding an overall little more DPS, but have lower penetration, making it good for colonist with low melee skill but great potential (e.g. kill <6 but with passion in melee and/or brawler trait and low shooting skill with not passion).

Against armor, a steel knife actually performs slightly better than its gladius counterpart, probably owing to the shorter cooldown. That being said, a stone club still performs considerably better. When talking about plasteel, the knife continues to outperform its gladius equivalent, but the steel club is still better here.

Knife vs. Comparable Weapons

This section goes over how well the knife 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 melee
  • No pawns have any traits that affect combat performance
  • All pawns are of 18 years of age and completely healthy


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


The following armor categories are:


Steel knife vs. Unarmored Flak Marine
Fists 87.90% 70.90% 48.53%
Wood 78.10% 55.30% 29.05%
Steel club 56.55% 32.40% 15.05%
Steel gladius 42.75% 43.85% 43.35%
Steel ikwa 47.05% 46.00% 42.85%
Plasteel knife 26.00% 31.45% 29.90%


Plasteel knife vs. Unarmored Flak Marine
Fists 96.50% 86.50% 68.55%
Wood 91.10% 76.06% 53.80%
Uranium club 47.50% 28.05% 9.80%
Plasteel gladius 42.30% 42.60% 39.05%
Plasteel ikwa 44.30% 44.15% 42.45%
Steel knife 74.00% 68.55% 70.10%



Version History