Biotech changes Melee drastically : Rimworld Tutorial Nuggets

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  • เผยแพร่เมื่อ 15 ธ.ค. 2022
  • I did not see those results coming. Turns out their is a lot more to melee damage than I though. From now on swords for centipedes and maces for everything else.
    / francisjohn
    Discord server : / discord
    Save game files
    MegaCentipideTesting18
    drive.google.com/file/d/1PPhD...
    MegaHumanTesting18 Pirates
    drive.google.com/file/d/1TqB5...
    MegaTribalTesting18
    drive.google.com/file/d/1I9Ja...
    MegaTestingScyther18
    drive.google.com/file/d/1N2Gh...
    MODS
    Harmony
    Core
    Royalty
    Ideology
    Biotech
    HugsLib
    Camera+ - Brrainz
    Allow Tool - Unlimited Hugs
    RimHUD - Jaxe
    Dubs Mint Minimap - Dubwise
    TradeHelper - TimmyLiang
    Quick Stockpile creation - slofa
    Colorblind Minerals - tiagocc0
    Level Up! : krafs
    Range Finder - Brrainz
    Numbers - Mehni
    [NL] Facial Animation - WIP : Nals
    Vanilla Textures Expanded - [NL] Facial Animation : Oracle of Thessia
    Work Tab - Fluffy
    AutoExtractGenes : Nibato
    Random's Gene Assistant : RandomCoughDrop
    Farhenheit and Celsius : Kosaro
    Minimal Light Control : Kapitan Oczywisty
    [FSF] More Quests : FrozenSnowFox
    Pick Up And Haul : Mehni
    Visible Raid Points : 1trickPwnyta
    Ground Targeter : AncientGammoner
    What's for sale : Kikohi's
    LTO Colony Groups - DerekBickley
    Character editior
    Precise Time
  • เกม

ความคิดเห็น • 178

  • @deldrinov
    @deldrinov ปีที่แล้ว +49

    To make spear more interesting it should be able to attack enemies 2 tiles from the wielder. Or attack your target and one directly behind your target.

    • @bencoad8492
      @bencoad8492 ปีที่แล้ว +9

      yea attack from a distance like one to two tiles, like have the spear user behind another melee user striking enemies.

    • @deldrinov
      @deldrinov ปีที่แล้ว +12

      @@bencoad8492 Then add another weapon - pike that can attack enemies 3 tiles away, and you can create an actual phalanx.

    • @Onizuka3233
      @Onizuka3233 ปีที่แล้ว

      Someone has been playing Tactics Ogre lol

  • @Masonerick
    @Masonerick ปีที่แล้ว +70

    Time for an all melee and psycasting run Francis!

    • @smartsmartie7142
      @smartsmartie7142 ปีที่แล้ว +3

      Tribal wizard melee, keeping money low will decrease raid size to easy prey for melees

    • @Fionn23
      @Fionn23 ปีที่แล้ว +6

      Hard mode - not allowed to use skip

    • @pklemming
      @pklemming ปีที่แล้ว +1

      True melee means no grenades and mortars and that makes it much harder, especially when you have mobs incoming with the increased melee damage too.

    • @gcl2783
      @gcl2783 ปีที่แล้ว

      Barbarians and Brains. I'm here for it.

    • @RFC-3514
      @RFC-3514 ปีที่แล้ว +7

      @@smartsmartie7142 - I never really understood the point of picking a high difficulty and then trying to manipulate the game's internal calculations to _decrease_ difficulty. Is it just so you can say you're playing at the hardest difficulty (while actually doing weird unrealistic things to decrease it)? I'd much rather see a run where things make sense and you fight 200 slightly weaker enemies than one where you make the enemies 5x stronger and then do all sorts of 4th-wall-breaking algorithm manipulation to get 6x less enemies.
      If you _really_ want to play at a high difficulty, just play at high difficulty, without cheese, to test how good you really are at preparation, tactics, etc., not how good you are at tricking the game into giving you _lower_ difficulty raids.

  • @kirbyis4ever
    @kirbyis4ever ปีที่แล้ว +11

    "...facing 100 bugs and 30+ Centipedes on a foreign tile with no backup..."
    [Paint it Black plays faintly in the background]

    • @salemprompthous3820
      @salemprompthous3820 ปีที่แล้ว +1

      As the last surviving colonist, just barely making it out of there, I'm picturing the iconic moment of Apocalypse Now 🤣

  • @samramsey669
    @samramsey669 ปีที่แล้ว +41

    The only thing I am sad about is the missed opportunity to use "Lunk's lanes of lamentation" for testing purposes!

  • @packediceisthebestminecraf9007
    @packediceisthebestminecraf9007 ปีที่แล้ว +27

    This is actually so helpful in modded playthroughs in older version as well: I noticed after a while that my melee pawns who had lots of archotech parts and other augmentations were actually more effective with their bare hands than with swords, I imagine it's because their fists are blunt and act more like maces...

    • @xzardas541
      @xzardas541 ปีที่แล้ว +2

      and archotech arms have realy good unarmed damage

    • @kerrymoore1961
      @kerrymoore1961 ปีที่แล้ว +19

      @@xzardas541 "unarmed" seems like not quite the right term for damage done with arms.

    • @duke4726
      @duke4726 9 หลายเดือนก่อน

      isn't it unarmed because you aren't armed? as opposed to having no arms?@@kerrymoore1961

  • @tobycat5799
    @tobycat5799 ปีที่แล้ว +15

    While watching this.. and playing rimworld.. my pawn was shot in the brain and developed savant trauma.
    Cant speak, +50% manipulation...
    Never heard of it.. all I know is my 2 drill handed mining expert is going to shread mountains now..

  • @salemprompthous3820
    @salemprompthous3820 ปีที่แล้ว +8

    "About 8900 pirates were killed during testing."
    That's quite satisfying, honestly. I'd take on a centipede center drop any day before welcoming another 112 pirate walk-in with 17 doomsdays and even more tripples. (Was boosting my wealth for Arconexus using gold tiles, nearly done, and this raid pops up at the last minute. My colony got wiped, as my psycasters never got their hands on invis or any berserk :'-( )

  • @suborbitalprocess
    @suborbitalprocess ปีที่แล้ว +23

    It's a good day when Francis brings out the spreadsheets :)

  • @pklemming
    @pklemming ปีที่แล้ว +8

    The increased melee damage also affects social fights in a highly undesirable way. Headbutts and punches now happily take off limbs or heads. Having a genie in the group compounds this with the inclusion of delicate.
    Just to point out too, the hammers and maces also stun, mitigating incoming damage, which was why we used to use them on centipedes in 1.3 . EMPs obvious make this a non-issue.

  • @Noobert
    @Noobert ปีที่แล้ว +4

    Great video mate. I had a feeling things were different a while ago and this video confirms it.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      Yeah I got suspicious when comments were telling me to use Zeus Hammers when Mono swords had better stats.
      Legendary Zeus hammers for the win, I have seen an enemy pawn get hit in the hand and it destroyed their hand, arm and torso all in one hit.

  • @RFC-3514
    @RFC-3514 ปีที่แล้ว +5

    14:17 - You don't need a marble altar to turn a pawn into a crafting [production] specialist. You can do it at a ritual spot that is placed directly from the menu and doesn't require any specific materials (or any construction), with a 100% success chance.

  • @ascud644
    @ascud644 ปีที่แล้ว +8

    I'm pretty sure FJ has an entire second channel's worth of content with all the testing he does "in the background". And I know I'd watch. Anyone else with me?

    • @tobycat5799
      @tobycat5799 ปีที่แล้ว +1

      I still use his 2 year old oni guides...
      Spreadsheet episodes are good by me

    • @andreastyrberg7556
      @andreastyrberg7556 ปีที่แล้ว +2

      as long as it is a side channel - I love that Francis do so much in the background that improve the videos and that I do not have to see the testing

  • @ShadowWolfTJC
    @ShadowWolfTJC ปีที่แล้ว +16

    I like to believe that the reason why the enemies are dying instantly when being struck by a zeushammer that's being wielded by a super-strong cybernetic melee pawn, even when the enemies were being struck in non-lethal body parts, such as arms or legs, is because the sheer vibrations that are passing throughout their bodies as they're being struck by the zeushammer anywhere on their body are just so, SO intense that they still manage to inflict lethal internal damage to the rest of the body (similar to being hit with a concussive blast, such as an explosion, or a speeding vehicle).

  • @taithermansen8315
    @taithermansen8315 ปีที่แล้ว +4

    Love your passion for getting the nitty gritty statistics. Extremely informative thanks boss ❤!

  • @redunicorngaming
    @redunicorngaming ปีที่แล้ว +5

    The tipp that a person wearing a weapon changes its stats is actually very useful. I didn't know that. I usually compared weapons I bought with the ones that are currently on the pawn. So that's actually completely wrong ... Good to know 😅

    • @pklemming
      @pklemming ปีที่แล้ว +1

      If you run mods you can also install 'weapon stats', which will show adps as well as dps. This does not include pen or damage-types, though. Still very useful if using additional weapon mods.
      I have around 100 different ranged and 50ish melee weapons in my current run.

  • @AstroBioMan
    @AstroBioMan ปีที่แล้ว +3

    The vampire with hammer combo just leaves an unbelievable trail of guys with their heads completely destroyed, often on the first swing. Just insanity.
    As far as the plasmasword goes, it's strangely effective using the extremely broken door-corner killbox setup, as they tend to come running out into the firing line while burning and unable to even consider shooting back. Then again you could give everyone beer bottles and that setup would still be alright so hard to call it.

  • @Chuckthulu
    @Chuckthulu ปีที่แล้ว

    Great tests. Thank you

  • @OleksandrKolyvushko
    @OleksandrKolyvushko ปีที่แล้ว

    Great testing!

  • @germanor3175
    @germanor3175 ปีที่แล้ว +2

    There is another point to consider about overkill damage. When it destroy a non vital organ/member, the health bar of a pawn will increase, instead of decrease. By taking of an arm, there is less total damage, in the existing body, thus, the enemy now have more health. This mechanic of the health bar, help to kill enemies when you have low damage weapons, that hit all over the body. As your weapons damage increase, enemies will die more often for losing a vital part, instead of total dames taken. But you’ll this effect of gaining health from a non vital part.

    • @germanor3175
      @germanor3175 ปีที่แล้ว

      Other way to see this effect is on your wounded prisoners. If you amputate an leg badly injured, the health bar goes up.

    • @KainYusanagi
      @KainYusanagi ปีที่แล้ว +6

      This isn't correct. While the HP bar does visually seem to increase, that's because the destroyed body part is no longer contributing to the HP pool and has been removed, so the maximum HP of the pawn becomes much lower, too. You can test this by hitting a pawn with a destroyed limb for a set amount of damage versus one without a destroyed limb; the latter will visually appear to take less damage, even though both hits were the same value, because of the larger HP pool.

    • @kerrymoore1961
      @kerrymoore1961 ปีที่แล้ว

      @@KainYusanagi That's a great way to explain it, thanks!

  • @frycharante
    @frycharante ปีที่แล้ว +5

    The death of one pirate raider is a tragety, the death of 8900 (and some toasters) is a statistic/dps check.

  • @Tamizushi
    @Tamizushi ปีที่แล้ว

    That was super interesting. The pass through damage mechanic is completely new to me. I didn’t know anything about it.

  • @Andrew_Bradshaw
    @Andrew_Bradshaw ปีที่แล้ว +3

    I have been refreshing your page for an hour, so excited lets GOOOOOO!

  • @maverickmaiar4652
    @maverickmaiar4652 ปีที่แล้ว +6

    OK, now that's interesting. Been thinking of a almost-only melee colony, Lunk-style, and have done a little testing to find what weapons would be best to use. This is very helpful, thank you.
    @FrancisJohnYT do you have an idea where plasteel axes would rank? In my testing so far against tribals with baseliner colonists, the plasteel axe is the best craftable weapon. In my testing, a normal plasteel axe does 124% of the damage of a normal plasteel longsword, while a normal uranium mace does 105% of the longsword's damage. I averaged the result of the damage dealt by 50 attempts of 10-melee baseliner colonists attacking 10-melee tribal enemies in 1v1 combat.
    Also, the mace does blunt damage as its primary attack, while the longsword does cut and stab as its primary attack. If I've understood the logic correctly, the stab attack of the longsword is where it falls off against humans because the stab can't inflict overkill/passthrough damage. The club only has the cut as its primary attack, which should remove the primary failing of a longsword.
    OK, going to run your centipede test and tribal test now. Will report results...

    • @maverickmaiar4652
      @maverickmaiar4652 ปีที่แล้ว +1

      Testing Results from Centipede and Tribal
      ==================== | Centipede | Tribal
      Legendary Longsword | 850 | 685
      Masterwork Longsword | 1016 | NA
      Legendary Mace | 1134 | 510
      Masterwork Mace | NA | 592
      Legendary Axe | 1105 | 576
      Masterwork Axe | 1334 | 613
      So, from these rounds of tests, which are all close to Francis's numbers, the plasteel axe is a good all-round weapon. The masterwork axe outperforms the legendary longsword against tribals, while the legendary axe is on par with the legendary mace against centipedes.

  • @MalinowyWampir
    @MalinowyWampir ปีที่แล้ว +1

    Thanks for confirmation of my suspicious quick wiping scythers raid with a pawn equipped with persona monosword hehe was very surprised that zeushammer had less armor penetration when I was inspecting stats of both legendary weapons. Great upload as always edit: in RW good weapon against armored opponents was always blunt weapon and less armored swords for quickly chopping off limbs, now it seem to be the opposite, don't know if this is a bug and will be patched. Cheers

  • @Thromash
    @Thromash ปีที่แล้ว +1

    It's Hammer Time!

  • @Swordphobic
    @Swordphobic ปีที่แล้ว +3

    Very nice metodology, I would argue though that despite blunt damage alpha heavy weapons ending ahead, having them clustered up still benefits faster weapons, as in normal situations the enemy comes one by one and not stack. This slight delay between enemies in my opinion would favor the warhammer instead of the mace due to its extremely high alpha. It still proves that from the craftable weapons the mace still has the highest KPS potential, I'm just thinking that field conditions would benefit the warhammer.

  • @brianhauptman
    @brianhauptman ปีที่แล้ว +4

    I wonder how many more spreadsheet episodes there will be. I'm surprised you didn't take the best melee weapon and demonstrate the best and worst traits, genes, and even age/size difference of the pawn.

  • @Berathan-dnd
    @Berathan-dnd ปีที่แล้ว +3

    This is all predicated on having the melee damage gene and if you don't then the old meta still applies.

    • @royce9018
      @royce9018 ปีที่แล้ว +2

      Pretty sure thats why he mentioned it in the beginning…

  • @pojuaurelius4077
    @pojuaurelius4077 ปีที่แล้ว +2

    We are not taking into account that getting legendaries is near impossible unless it's an artifact or a quest item so testing with masterworks makes more sense

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      Ideology is the only way to ensure you get your hands on a legendries when it comes to persona weapons. For weapons you can craft, an inspiration can reliably get you a legendary.

  • @kamalotkam
    @kamalotkam ปีที่แล้ว +1

    Imagine getting attacked by some maggot looking giant robots. And you have to close combat them. And even though you have the best weapon in the universe, it takes you 25 minutes to kill a single one of them. And of course, as always, there is way more than just one...
    Life on the rim must be exhausting. No wonder they all do drugs.

  • @RK-qg8ko
    @RK-qg8ko ปีที่แล้ว +1

    Interesting info about "overkill" damage.
    Still think persona swords - a way to go, squishy targets much less of a problem (fire, heat, gas, rockets - can mess them up nicely).

  • @Fightersword
    @Fightersword ปีที่แล้ว +1

    I knew that melee had gotten the good shit the moment that my neanderthal colonist started a social fight and obliterated another colonist's leg in one blow.

  • @JSTM2000
    @JSTM2000 ปีที่แล้ว +1

    I haven't seen anyone mention this, but I think the Strong Melee gene also affects armor penetration (can be seen at 18:05).
    Not that huge deal for this test, but it'll affect how much damage you take from strong melee enemies (Yttakin/Neantherdals), and I suppose early game weapons when you're using lower quality/steel weapons.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      Had not noticed that, still good to know. Makes facing off against melee Yttakin/Neantherdals that much scarier.

  • @Zrummy
    @Zrummy ปีที่แล้ว +4

    Hey mate - There's a few issues with the mechanical underpinning of your conclusions.
    The post you link to at 8:44 seems to entirely misunderstand what the OverkillPct stat is actually doing.
    The extremely short version is that whether or not a damage type causes upward damage propagation (From finger->hand->arm ect) is determined exclusively by its Damage Type, not by the OverkillPct.
    Cuts DO NOT have a 0-10% chance to cause overkill damage, they simply cannot do it. In cases where Cuts cause damage to multiple body parts that's due to their intrinsic Cleave effect whereby roughly 40% of the time they hit 1-3 additional connected body parts with a 1.4x damage modifier and distribute the damage across them evenly.
    Stabs however have their own unique damage property - They have a very large chance to force-target internal parts, however Stabs always evenly distribute their damage across internal and external parts (In contrast to bows/gunshots which do full damage to both)
    Additionally that post misunderstands how the melee verb system works - While it's true that adding bionic arms does add a different melee verb - It actually replaces the existing arm's melee verb, and that still doesn't increase the proportion of attacks that are punches in most cases.
    If you use the Show Melee Verbs dev tool you'll get a better idea of the system, but the short version is that the game classifies all verbs on a pawn into Good, Medium, and Worst. Good verbs are used 75% of the time, Medium 25% of the time, worst are never used.
    The calculation is done per-pawn and in many cases it will result in all punch related verbs being relegated to the Worst category when using high quality melee weapons.
    Regardless - the impact will be extremely small.
    Also to top it all off - There is currently a bug with weapons that have non-standard AP ratios (Like monoswords and spears) that is causing the verbs with those non-standard ratios to not have their AP increase(or decrease) with modifiers to damage. This means that the 1.5x melee damage gene is increasing the AP of *most* weapon's verbs but not all, and this results in the Legendary Monosword performing worse than it ought to because AP is used in the Good/Medium/Worst categorization calculation.
    Without the 1.5x melee damage gene, the monosword's verbs have such a large discrepancy in this calculation that the Handle attack is never used. However with the 1.5x damage gene, only the handle is benefitting from the AP increase (Due to the aforementioned bug), and as such it's being bumped into the Medium category from the Worst category. Effectively reducing the dps of the sword substantially 25% of the time.
    While the conclusions are essentially correct (Swords perform marginally better vs centipedes due to the lack of wasted damage and their intrinsically higher base dps in combination with their marginal bonuses from the Cut and Stab mechanics), the reasons behind it are slightly off.
    It's also probably worth noting at this point that the overwhelming majority of targets are NOT pawns with enormous health scales like centipedes/thrumbos/sloths ect, and also that there's a whole Stun system to take into consideration when working out how effective a given weapon is, and Blunt weapons have substantial advantages in those calculations :D

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      Oh their was some summarising and theorizing going on for sure. The main thing I wanted to know is what was the best weapon to use and I am thinking I really like the hammer. Sure it's a bit longer to kill a centipede but usually I mosh pit them and have guns helping.
      So that is how cuts spread the damage, makes sense with the damage I was seeing.
      The reason I was thinking bionic arms can affect damage is because they can take over the medium verb at low to mid levels and affect cooldown. A punch takes 2 seconds to cooldown a sword/hammer handle take only 1.6 seconds. This means you are wasting 0.4 seconds that could be used doing the next Good verb. Unless the game calculates in the lost time in the DPS calculations?

    • @Zrummy
      @Zrummy ปีที่แล้ว +2

      @@FrancisJohnYT Mace/Warhammer/Zeushammer are certainly my preferences given how infrequent targets with enormous health scales are. Not to mention how consistent blunt weaponry is really compounds when you have multiple people swinging at the same target. The reduced probability of everyone flubbing their attacks by cutting/stabbing irrelevant parts is a big deal in practice.
      And that's all before accounting for stuns which are primarily of concern vs the tougher targets where the dps of blunt weaponry lags slightly anyway, conveniently covering an apparent weakness.
      In regards to the verb calculations - It's certainly theoretically possible for the bionic attacks to edge their way out of the Worst category into the Medium category while also having a Handle attack that is marginally better than the bionic punches. In those cases though the effect (while there) is extremely small. It may not even affect the number of swings to kill a target in many cases.
      The verb calculations aren't perfect

  • @fgvictorhugobr
    @fgvictorhugobr ปีที่แล้ว +6

    Tip: you can change the settings on the minimap to make it reflect the actual color of the terrain, it makes it much easier to see!

  • @andreastyrberg7556
    @andreastyrberg7556 ปีที่แล้ว

    "Nothing of importance was hurt during the making of this video"

  • @deatho0ne587
    @deatho0ne587 ปีที่แล้ว +1

    All the 8900 pirates say "our"

    • @salemprompthous3820
      @salemprompthous3820 ปีที่แล้ว

      Nah, they're not saying anything. They're all dead! 😁

  • @IsCoolGuy
    @IsCoolGuy ปีที่แล้ว

    Tutorial time!

  • @derrickobara6806
    @derrickobara6806 ปีที่แล้ว +2

    Should've tested against Thrumbos, considering how "rare" they are.

  • @Truemmerphantom
    @Truemmerphantom ปีที่แล้ว +2

    So a Legendary neolithic Craftsman with an inspiration produces, on average, equal or or more effective weaponry than what an Archotech AI with access to a monomolecular forge? Seems very Rimworld to me. ^_^

  • @sobrique8883
    @sobrique8883 ปีที่แล้ว +1

    What's the thought on alpha strike potential? For fast fights, the expected DPS isn't averaged over time, since the last cooldown is after the fight is over.
    So one hit kills are disproportionately good as a result, as you get no counter attacks, but even a 2 hit is significantly better than it looks, since it's 2x damage with 1 cooldown.
    That's why I favour the bonk hammer, since it also does damage suppression above and beyond stun effects.

    • @obuw1
      @obuw1 ปีที่แล้ว +1

      Not just that, but when your alpha strike is high, the enemy will begin the fight at only a fraction of his potential strength, affecting his damage towards you.
      On the other hand, a miss on the first swing is a lot more punishing.

  • @subDimensionUK
    @subDimensionUK ปีที่แล้ว

    That's a huge amount of effort put in gathering that data.
    But have you heard the sound that zeushammers make when they hit stuff?

  • @Rubacava_
    @Rubacava_ ปีที่แล้ว

    I missed "aaaand we're back for some more oxygen not included..."

  • @tomr3422
    @tomr3422 ปีที่แล้ว +2

    I cant believe the chicken beak didnt make the list.

    • @AstroBioMan
      @AstroBioMan ปีที่แล้ว +2

      Need stats for Lunk's forehead damage in social fights

  • @fatalheal
    @fatalheal ปีที่แล้ว

    For a second, I thought Lunk was getting a spinoff.

  • @LenaMel
    @LenaMel ปีที่แล้ว +1

    one thing thats probably distorting your data a bit is that your pirates and tribals are only 15 and a half years old, which means their body parts have less health. 10% less hitpoints, to be precise. Their torso has 36 hitpoints as opposed to the 40 of an adult.

  • @santibaigo
    @santibaigo ปีที่แล้ว +1

    Great work John, The other day I saw your tutorial about recreation and my pawns went from minor to major break risk to inspiration after inspiration. One question though, Do you have any idea how the pollution retaliation works? I got hit three times in a row, one immediately after the other, the third one almost broke my pawns. My question would be, how many waste packs do you have to lunch before they attack you?

    • @salemprompthous3820
      @salemprompthous3820 ปีที่แล้ว +3

      Retaliations have an incremental chance depending on the ammount you pollute.
      E.g; one full pod should have them at your door within a week. Several full pods should decrease the waiting time, depending on the number of pods and how full they are. Higher pollution percentage per drop also slightly increases the points used, though this might just be Randy being Randy in my runs.
      My personal experience on this (with no actual testing, just regular play), three full pods dropped directly onto an Yttakin pirate base had them raid me 2 days later. Raid consisted of 2 groups of about 47 Yttakin each, all wielding a mix of explosives and guns, a few wearing hats and sash/bandoliers (as they seemed to try staying "Nude" for their genetic Naked Speed). And this was at a point where the regular walk-in raids had about 20 pirates, or 30ish tribals.

    • @santibaigo
      @santibaigo ปีที่แล้ว +1

      @@salemprompthous3820 thanks you so much,

  • @bobsprock
    @bobsprock ปีที่แล้ว +2

    5:03 I notice that the armoured pirates seem to go down in less total time? 🤔

    • @derekoyama501
      @derekoyama501 ปีที่แล้ว +1

      I think that's from the reduced speed lowering their dodge percentage, while not increasing their actual health effectively with the high penetration and high damage base from the zeushammer and mace, goes through the armor. But that the penetrating damage of like the longswords doesn't pierce enough to reliably kill with reduced damage.

  • @nowherefool5869
    @nowherefool5869 ปีที่แล้ว +1

    pass thru damage of weapons should
    depend on organic/mech and armored/unarmored. all weapons should have chance for pass thru damage. with blunt having the highest chance on armored/mechs, sword highest chance against unarmored/organics, and spear could be the generalist with average chance on anything.

  • @vineheart01
    @vineheart01 ปีที่แล้ว +1

    Huh...and I thought maces had a higher chance of not killing the target outright. Apparently I was way way wrong lol

  • @a.retired.villain
    @a.retired.villain ปีที่แล้ว

    Exemplary work! I'd offer to buy you a beer, but the chances that I'll ever be in your area to buy it for you and drink with you are damned slim.

  • @HarmoneaSinn
    @HarmoneaSinn ปีที่แล้ว +1

    I've read that because of quirks of the melee verb system, if you have pawns with an excellent weapons, adding melee-enhancing implants like elbow blades or knee spikes can actually lower overall dps since it dilutes the chances of them choosing their weapons. Is this still true?

    • @maxnadeau2216
      @maxnadeau2216 ปีที่แล้ว

      I’ve heard that the lower Dps because of implants got patched out.

  • @daleames3240
    @daleames3240 ปีที่แล้ว

    Any plans to play dwarf fortress? I need your tutorials!

  • @halvars90
    @halvars90 ปีที่แล้ว

    Awesome that's some good data :)
    Will be using this in my early games. Late games I tend to look for kill focused weapons, and they can be a bit rare so you kinda get stuck with what you find :(

  • @catsarecool9773
    @catsarecool9773 ปีที่แล้ว +1

    Thanks for the info! Is the persona zeushammer still better than the persona monosword vs megaspiders? I tend to rely on melee blockers a lot for infestations.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      Have not tested but I would assume so, their health pool should not be big enough to give them an advantage. Even if it did you are looking at -5% dps so it's not a huge deal.

    • @catsarecool9773
      @catsarecool9773 ปีที่แล้ว +1

      @@FrancisJohnYT Thanks for answering! Does that also go for bulky animals, ie megasloths/elephants/thrumbos, or are they past the cutoff point where the monosword is better? I couldn't find in-depth HP info on wiki, though I could have just missed it.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      @@catsarecool9773 Big stuff like you listed is better off facing a mono sword. But with things that size I would prefer to stick with ranged damage if at all possible. If you are blocking a doorway invisibility is your friend.

  • @bencarpenter8980
    @bencarpenter8980 ปีที่แล้ว +1

    Just tried the caravan animal trick with archonexus.. It's been patched out if that's what you were going to use the elephants for!

  • @obuw1
    @obuw1 ปีที่แล้ว +1

    I didn't know the bit about primary / secondary attacks having 75% / 25% chance. I thought all attacks had an equal chance to get picked. I wonder how much of this knowledge passes over to mods (combat extended in particular). I will definitely have to update my melee dps calculator program to take this into account.
    I really don't think tests against tribals or flak vest pirates have any meaning though, tbh. You will cut through them like butter with either option, you're mostly going to be limited by how fast your character walks, and how much damage your shields (and your base) can soak while you mow through them. I'd be much more interested in tests against an actual threat, like power armored raiders. Do they not happen in vanilla?

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      Power armored raiders are pretty rare unless you are at war with the empire. Ancients also pretty rare. You will get a few in pirate groups but again only in small numbers.
      If power armoured raiders were more common you would be shock lancing them for their armour even if just to sell it, normal marine armour can be sold for the cost of two shock lances giving you 4 more charges to capture more armour.

    • @obuw1
      @obuw1 ปีที่แล้ว

      Interesting, I guess I haven't played vanilla since A7 I kind of forget the whole vanilla raid experience!
      Usually the lategame raids I get (in my heavily modded game) are all equipped with various kinds of medium or heavy power armor, with tons of bionic parts.

  • @xzardas541
    @xzardas541 ปีที่แล้ว +3

    bonk is strong is this DLC
    It is a shame that coolest sword is total trash, plasma sword was done real dirty.
    Aside from super rare cases of fighting vampires with is absolutely hilarious!

  • @grandfremdling3841
    @grandfremdling3841 ปีที่แล้ว

    Like arena mode of dwarf fortress in the pre-steam-era 👍

  • @nowherefool5869
    @nowherefool5869 ปีที่แล้ว +1

    btw, do you have plans of expanding tutorial nuggets to other games like Bannerlord?

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      Have not got a chance to play bannerlord yet, but generally when I play a game I tend to make a few tutorials for it.
      I tend to forget stuff so it's nice to have a quick tutorial to remind me when I come back to play more.

  • @Zical100
    @Zical100 ปีที่แล้ว +1

    hey here a thing to test, if melee implants affect DPS for example, like knee spike and elbow blade while using a normal melee weapon

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      Oh that depends on a bunch of factors. 75% of your melee attacks will use your strongest attack, the other 25% will use your second strongest.
      Depending on the weapon that could be the hilt, your bionic fist or a knee spike.

    • @Zical100
      @Zical100 ปีที่แล้ว

      @@FrancisJohnYT I heard that in a patch a time ago they improved that so it increase your dps probably but I think this need test

  • @andresarmendaris9597
    @andresarmendaris9597 ปีที่แล้ว

    Plasteel Longsword wow!

  • @jackandersen1262
    @jackandersen1262 ปีที่แล้ว

    Something to note is dead enemies vs wounded doesn't tell you anything as rimworld will for all non allied pawns (probably just non player controlled pawns, but I am unsure about prisoners) roll to kill an enemy that has sustained a hit that leads to incapacitation via pain shock (this appears to include mechs despite the fact that they shouldn't feel pain). tThis mechanic probably makes up the majority of most of deaths for NPCs and is why you can occasionally find guest or enemy wimps that die after one or two hits and is also why guest or enemy vamps can die despite their brain not being destroyed by the hit that supposedly killed them.

    • @thest0mpa
      @thest0mpa ปีที่แล้ว

      The part for mechs is that mechs can't be downed. So if they take damage that would down them it just kills them instead.

  • @setlag1
    @setlag1 ปีที่แล้ว

    Do arm blade implants work the same way as bionic arms, only applying damage when it would be better than the weapon's attack? I've been avoiding the blade implants because I assumed they polluted the hit table with relatively low value attacks

    • @r3dp9
      @r3dp9 ปีที่แล้ว

      All attacks, be they bionic, natural weapons, or wielded weapons, follow the same damage calculations AFAIK. Note the when choosing an attack, the only factor taken into consideration is damage - the effect of cooldowns and damage types is ignored (again, IIRC).

  • @nikosnikolaidis3762
    @nikosnikolaidis3762 10 หลายเดือนก่อน +1

    is there a tl:dr version?
    what weapons are good now? for early mid late game , and for human, (naked,armorerd )and insect enemies ?

    • @FrancisJohnYT
      @FrancisJohnYT  9 หลายเดือนก่อน

      Nothing has changed as far as I'm aware, maces and zeus hammers for mid to small sized targets (humans, bugs etc) and Swords and Monoswords for large targets like Centipedes, Thrumbos and Rhinos.

  • @Brainship.
    @Brainship. ปีที่แล้ว

    What about breacher weapons? Heard they do crazy melee damage.

  • @wolfen210959
    @wolfen210959 ปีที่แล้ว +2

    Fantastic work FJ, it's just a shame that despite all of the work you have done, and explaining how and why the results stack up, there are still numpties in the comments claiming they know better. I appreciate your dedication. :)

    • @Sparhafoc
      @Sparhafoc ปีที่แล้ว

      It's a huge problem across many areas at the moment, most far more important than game mechanics. I call it specialmeism; a combination of ignorance and hubris.

  • @DLicht0
    @DLicht0 ปีที่แล้ว

    So.... in practice legendary and masterwork weapons are pretty rare late game equipment.
    How does this stick up for excellent/good/normal equipment? What if the pawn doesn't have that genetic melee bonus?

  • @AlexanderHL1919
    @AlexanderHL1919 7 หลายเดือนก่อน

    This gotta be an unintended design consequence. It doesn't make much sense otherwise.

  • @Ursy
    @Ursy หลายเดือนก่อน

    Question. I have 0 mods and just biotech. Should i just stick to uranium maces? Or plasteel swords?

  • @brandongeertson7346
    @brandongeertson7346 ปีที่แล้ว

    Do the weapon ranks change at lower qualities?

  • @zinamac8611
    @zinamac8611 ปีที่แล้ว

    not that its used often, but i wonder if the gene buffs breach hammers. Do Neanderthal breach raids just plow through walls?

    • @squidwardo7074
      @squidwardo7074 หลายเดือนก่อน

      Probably does but it doesn't matter too much because breach axes get a structure bonus already.

  • @terrybobb2191
    @terrybobb2191 ปีที่แล้ว

    You said "doo doo" hahaha. JK. love all your videos Francis!

  • @nowherefool5869
    @nowherefool5869 ปีที่แล้ว +1

    what about plasma sword + phoenix armor?

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      You can but you will end up with the enemies running around on fire. When on fire enemies lose their collision and can pass through your melee blockers. Can make things more complicated especially with mass bugs.

  • @potemadunne1350
    @potemadunne1350 ปีที่แล้ว

    9:12 hahaha

  • @bruhder5854
    @bruhder5854 ปีที่แล้ว

    Are you taking in the emp of Zeus hammer in account against mechs in these tests?

    • @Sparhafoc
      @Sparhafoc ปีที่แล้ว +1

      I think the EMP stuns them but doesn't do any damage, so it shouldn't affect the time it takes to kill them FJ's measuring.

  • @jonathanlathrop2001
    @jonathanlathrop2001 ปีที่แล้ว +1

    This does not seem like how Tynan wanted the game balanced.. lol. I imagine they will either change the pass through mechanics or nerf maces as soon as they see this and get a chance?

  • @armouredrecce7259
    @armouredrecce7259 ปีที่แล้ว

    Hey, it's Battle Tech Damage transfer!

  • @SuperVideoman2012
    @SuperVideoman2012 ปีที่แล้ว +1

    so zeushammers are still on top basically only slightly worse at killing centipedes but work better with strong melee gene overall and still emp centipedes?

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      Pretty much, zeus all the way as far as I can see. When you are 30% faster at killing armoured humans that is to big of a bonus. That is before the emp effect.

  • @fetova
    @fetova ปีที่แล้ว

    That ending notes were hilarious. And accurrate 🤷‍♂🤣

  • @DSlyde
    @DSlyde ปีที่แล้ว +1

    Hey Francis this isn't in your tutorial playlist

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      Thanks for that, it was sloppy labelling on my part. Have move it to the correct playlist.

  • @leftblank131
    @leftblank131 ปีที่แล้ว +1

    Yea, but what people REALLY want to know: Is the legendary uranium PEN still mightier than the sword?

    • @murphychurch8251
      @murphychurch8251 ปีที่แล้ว

      Depends. In Lunk's hands, probably. Just not in the way a pen is recommended to be used...

  • @BrutusAlbion
    @BrutusAlbion ปีที่แล้ว +1

    What mod is that which allows you to go shopping for monoswords all over the rim?

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      The mod is listed below, the rest of the mods should be listed in the description. The mod allows you to check what is for sale in other locations the moment you get a comms console. You can limit the scan radius so it's only including settlements inside transport pod range.
      What's for sale : Kikohi's

    • @BrutusAlbion
      @BrutusAlbion ปีที่แล้ว

      @@FrancisJohnYT Thanks so much

  • @makaramuss
    @makaramuss ปีที่แล้ว

    to be honest makes sense... I would be more scared if hulk crushed me with mace than him piercing me with spear.
    one will turn me into a mash, other will just lethaly wound me
    Both are bad but being a mash is worse :D

  • @BusinessAnalyzer
    @BusinessAnalyzer ปีที่แล้ว

    Dayum. I made some melee enhanced soldier classes and thought mace is the best. Its easy to make and seems to stun... but also I wanted to take more prisoners.
    The drawback is when my pawns have a social fight... when a pawn gets VERY angry and uses the weapon in a fight, I was seeing stricken pawns on the ground not going to the hospital. Then the WTF moment when I check them and see they had an entire leg ripped off!
    My early game had pawns running around with peg legs... some were... unfortunate enough to have a potty mouth and earn double peg legs. Now I have been spending lots of advanced components to rebuild the pawns, who are happy to have non-human parts... I swear they have this this all planned. I'll name one of my pawns King Klaus Kotton Schwab as it seems there is a strong underlying move to Build my colony Back Better...

  • @Slowmotion1225
    @Slowmotion1225 หลายเดือนก่อน

    Wonder if this is the same?

  • @RFC-3514
    @RFC-3514 ปีที่แล้ว

    1:12 - Ok, that's if we want to kill _centipides._ But what about *centipedes?* ;-)

  • @ilairan8130
    @ilairan8130 ปีที่แล้ว +1

    You cant gwt genies from tombs anymore it was bug

    • @andrewknight983
      @andrewknight983 ปีที่แล้ว

      Was wondering why I wasn’t seeing any. Cheers for the update

  • @KainYusanagi
    @KainYusanagi ปีที่แล้ว +1

    Francis kept saying "do do" and the immature child part of my brain kept laughing at it. Hehehehehehe.

  • @hilone7357
    @hilone7357 ปีที่แล้ว +1

    Love the vid tho melee is heavily effected by manipulation so maybe consider that

  • @JoelleTheAbsurdist
    @JoelleTheAbsurdist ปีที่แล้ว +1

    What did you do today J?
    Oh, I watched a guy kill 8700 people while giggling with glee.
    Good ol' biblical fun then, eh?

  • @raro0074
    @raro0074 ปีที่แล้ว

    those rimworld have bleed damage?
    like the spear should give bleed damage like 5 damage every 2 second for 30 seconds. like 7 days to die

    • @salemprompthous3820
      @salemprompthous3820 ปีที่แล้ว +1

      Any cuts or stabs (from any weapon capable of it) can cause bleeding. Though, it's not like in 7Days, where the weapon gives the bleed debuff. In Rim, it's a simulation of people wielding an actual weapon and using it as intended (hammers cause blunt force trauma, blades cut with the edge and stab with the pointy end, and spears just stab)
      A hammer smashing a shoulder so the arm comes clean off, leaves a bleeding wound on the torso, e.g.

  • @glacier4911
    @glacier4911 ปีที่แล้ว

    Hi there francis, gc fungus just did an max dupe run on oxy. He beat youre 141 dupe. Just saying 😎🤔🤔🤔😏

  • @ImYusf
    @ImYusf ปีที่แล้ว

    c'mon man you can't tell me that you don't want to play with the new geotunar added in Oxygen not included😭

  • @xcharg
    @xcharg ปีที่แล้ว

    When you say minutes you mean seconds, right? No way it takes legendary persona monosword 631 minutes (so 10.5 hours) to kill 25 centipedes

    • @yaemz123
      @yaemz123 ปีที่แล้ว +5

      game time minutes. He showed the clock and everything...

  • @johnjohnsin3762
    @johnjohnsin3762 ปีที่แล้ว +1

    See's notification on phone, excitedly boots up pc, log in click video...."Tutorial nugget...awwww" begrudgingly watches, begrudgingly clicks like.

  • @NestedQuantifier
    @NestedQuantifier ปีที่แล้ว

    I think you confused seconds with minutes.

  • @RFC-3514
    @RFC-3514 ปีที่แล้ว +1

    Given the level of RNG in Rimworld, I'd say those sample sizes are nowhere near enough to reach meaningful conclusions. Even just looking at those screens, the spatial distribution looks wildly different in some of the rows (ex., look at lane 4 at 23:13). And you only have one run per row.
    If you run them again (with the same number of enemies) 4 or 5 times I suspect you'll see some weapons perform 15 ~ 20% better and some 15 ~ 20% worse on some runs. *The variability between runs is what tells you how reliable the results are. More runs, even if you have less enemies per run, is actually more useful, statistically.* To get reliability data out of a single run (no matter how big), you'd need to compare the times of each individual kill, which isn't really viable.
    Also, "best weapon" isn't necessarily just about time to get a kill, since Zeushammers, for example, have an EMP pulse that stuns mechanoids. And blunt weapons in general are more likely to stun enemies, which means a) those enemies stop moving (which makes it easier for other pawns to hit them) and b) they do less damage to your pawns. So it might take a _single_ pawn slightly less time to kill an enemy with a sword, but if you're controlling two or more pawns, having (at least) one that is able to stun the enemy can increase _everyone else's_ damage by more than his/her own DPS loss, and prevent them for getting injured (which in turn ensures their DPS doesn't drop during the fight).

  • @CromyGames
    @CromyGames ปีที่แล้ว +1

    He said doodoo. I'll see myself out.

  • @prateekkarn9277
    @prateekkarn9277 ปีที่แล้ว +2

    Francis why do you skip this ability so much
    If you have royalty dlc: if you get word of inspiration, inspire your production specialist which will force a legendary no matter what.
    Francis really hates any words of x ability for some reason.

    • @derekoyama501
      @derekoyama501 ปีที่แล้ว

      It's not guaranteed that you get the creative inspiration and it just adds a lot of micromanagement when if given enough time your level 20 crafters who are production specialists will get legendaries eventually. Situationally having burnt that much psy focus can really diminish your ability to actually use your psi casters in a fight and adds a lot of time that you have to recoup psi focus or take drugs.

    • @prateekkarn9277
      @prateekkarn9277 ปีที่แล้ว

      @@derekoyama501 festivals. Francis also seems to underutilise those.
      Not that I have a say in his tactics though.

    • @derekoyama501
      @derekoyama501 ปีที่แล้ว +1

      @@prateekkarn9277 It takes time to do the refill psyfocus rituals and I don't think they're guaranteed? If you really wanted legendary gear for sure I think you'd need more than one production specialist just to burn through the other inspirations faster or to micromanage really heavily.
      But it's kinda questionable if it really matters that much. Like if you were keeping minimum wealth and just getting like exactly legendary weapons maybe, but like I feel like as long as you keep a reasonable amount of firepower and melee guys to deal with like exactly centipedes the loss of efficiency of say having masterworks or even just excellents isn't that big of a deal.

    • @bruhder5854
      @bruhder5854 ปีที่แล้ว

      A lv 20 crafter with production specialist is just so much more convenient and consistent that it makes crafting inspirations redundant.
      Now if you have a kill focus weapon then it'll be a good trade off but otherwise just too much of a hassle.