You can help RimWorld Wiki by expanding it. 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. Explosive weapons are a force to be reckoned with, whether by raiders or colonists. Area-of-effect weapons.
I bought one from tribe, I got a linked excellent monosword from the ancient danger. I think you need to be at least a knight/dame to wield them otherwise it is illegal to swing them around.
A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. I have a Baron married to a Praetor, everything is researched.
It is able to cripple unprotected limbs in one shot, and deal serious hurt to enemies. Unlike the two other Ultra-level weapons, the plasmasword and the zeushammer, the monosword inflicts no status effect, instead it has its disproportionately large armor piercing value. 1v1 fights generally tilt in favor of the plasmasword wielder since setting enemies on fire can prevent them from fighting back. Benefits of a one-off Nuke: Great for defeating a late-game siege on your colony. Do note that stone blocks can only be used with clubs.
I purchase them from imperial colonies for 3-4k silver. This article is about the base weapon, for the persona weapon, see Persona plasmasword The Plasmasword is a melee weapon added by the Royalty DLC that does a decent amount of damage, has a medium cooldown, and deals sharp damage with the bonus of frequently setting the opponent on fire. As of 1.1.0, weapons can be biocoded. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons. Cheers :D. I think they only exist to stop you getting advanced weapons from visiting guards. Weapons stored in a shelf will not deteriorate, even if left outside. With weapons lacking in all eras (no axes for tribal warriors, no muskets or crossbows for medieval colonies, little variety of weapons for industrial era and barely three different spacer guns), I have finally decided to take matters into my own hands.
These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to.
If the Royalty DLC is active, Plasmaswords can be purchased from any combat supplier or war merchant, at Empire settlements or obtained as a quest reward. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range. Plasma is wrapped around the core, held in place by an energy field. boolean defName : The defName of the bullet this gun fires. https://rimworldwiki.com/index.php?title=Plasmasword&oldid=75767. This page was last edited on 19 August 2020, at 05:32.
1.2.2719 - Damage increased from 19 to 20, extra flame damage chance increased from 30% to 50%. The Plasmasword is a melee weapon added by the Royalty DLC that does a decent amount of damage, has a medium cooldown, and deals sharp damage with the bonus of frequently setting the opponent on fire. If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. E.g. Weapons have several characteristics that make them useful in different combat situations.
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. * At normal game speed, there are 60 ticks to one real world second. DPS (damage per second) is calculated as Damage / Cooldown. Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like bows and throwing spears, and also the advanced charge rifle and incendiary launcher.
Quests and traders. With correct use, they can deal heavy damage and disruption to … stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead. A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco. A high-tech weapon that sends a heavy pulse at high velocities towards targets. A metal-cored sword with a cutting edge. Note that melee accuracy is determined by a colonist's melee skill and further modified … These are touch-range weapons.
ticks: The amount of game ticks it takes to aim this gun. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots. You get them as rewards for quests. The following stats are for weapons that are of normal quality and made out of steel (the baseline material). See: Time. This page was last edited on 19 October 2020, at 23:59. You get them as rewards for quests. You can help RimWorld Wiki by expanding it.
One of them lasts 24 hours and it gives a +15 mood boost. This article is about the base weapon, for the persona weapon, see Persona plasmasword. https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco, https://rimworldwiki.com/index.php?title=Weapons&oldid=73775. They’re pretty awesome, but the bio link prevents the weapon from having more than one owner so it’s a permanent investment to equip it. DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. For the full effects of qualities, see Quality.
Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction. In my eyes, RimWorld weapon system was always in dire need of expanding.
This article is about the base weapon, for the persona weapon, see Persona zeushammer. 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. 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.. This monster weapon is a single-use rocket launcher that fires a single explosive projectile. Press question mark to learn the rest of the keyboard shortcuts.
The class that is called whenever this weapon is shot. Press J to jump to the feed. Discussion, screenshots, and links, get all your RimWorld content here!
These are touch-range weapons. They’re pretty awesome, but the bio link prevents the weapon from having more than one owner so it’s a permanent investment to equip it. Any insight would be nice. a pump shotgun, with range 15.9 and acc.
It always came with the threat of a mech cluster appearing every 18 hours so I've only taken that quest once, and failed becouse her happiness got too low. I've been offred several from 3 star quests relating to very high level officials, usualy needing to stay at my base for a few days with 9-13 other members of court plus a body guard or two. Zeushammer "A warhammer with an embedded EMP capacitor. I tried doing quests for a few years without accepting favors as payment. But hey, a small throne room and you get to wield a 30+dps weapon with insane armor penetration.
I would run around farming those around your base. They can be smelted and have a specific option in the bill menu to allow their sorting. Weapons are used by colonists and raiders alike to fight each other (and sometimes to put down enraged animals). Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.
With this exceptional AP and a high Damage per Second , it is one of the best and most versatile melee weapons in the game, performing well against all targets while its brethren excel in specific roles. Upon impact, it blasts the target with an EMP burst in addition to the physical damage." Type Equipment – Weapons Market Value 2000 Mass 1.2 kg Class Ultra Dmg Type Blunt Attack 1 Handle 15 … level 1 Note that melee accuracy is determined by a colonist's melee skill and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.
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