MY 2 cents on melee: WEAPONRY Jade can be used to make clubs, but not maces, making the most damaging bluntweapon the legendary jade club. By far the best sharp melee weapon in game for outright killing is the legendary plasteel longsword. However most armored foes have much better damage reduction vs sharp than from blunt! Once the damage for a STRIKE reaches a critical point, a lucky hit can instantly sever bodyparts via damage alone meaning the fight can end very quickly. Either by severely reducing the enemies ability to fight back or outright deathstrokes. 2 or 3 melee attackers, effectively stunlock most enemies (unfortunately colonists too) so quick kills are essential to thin the numbers before switching to blunt weapons to attempt capture. Do not discount awful plasteel maces at that point, their high attack speed and low(er) chance to destroy via damage means a healthier prisoner in the end. CAPTURE I cannot confirm but believe there is a hard coded chance to favor kill vs down, the best chance you get is with blunt weapons (around the 30% you mentioned) but it is far worse with blades or ranged, because even if you manage a down, chances are you will spend vast time and resources managing wounds/infections/scars/missing bodyparts before the prisoner is colony viable. Time is a critical resource in the few hours following a raid when you want to be treating your own colonists/hauling new equipment. INCREASING THE ODDS Brawler - Bonus chance to hit is HUGE, but skill ranks add to Dodge Jogger/Bionic legs - more land speed means more Dodge, and less time closing the distance Go-juice/Luciferium - more melee damage/speed but more importantly less PAIN (see below) Painstopper - Keeps from going unconscious from multiple hits YMMV it also has drawbacks (go juice is better) Bionic arms > Scyther blades - more manipulation(hit chance/non-combat work), varied weapon choices DEFENSES Shield belts > Smokepop belts - because your OWN ranged can see you to help you, and if it pops early it's useless Power armor helmet and devilstrand button-down shirts and pants, power armor>devilstrand Duster and Armor vest(mostly) TLDR - High quality Jade clubs are my favorite Thanks for reading - love your videos
Much appreciated even if ate by over a year +Pan Thine Guardian and obviously Bjorn :) A couple things that changed in B18 (from 1.5k hours in the game :) : *Clubs* (jade/plasteel) are much nerfed. HQ plasteel *knives* are kinda heavily boosted. And HQ ranged rifles come just behind: they actually take only seconds to down a *Centipede* with a Melee 13+ dude. Can't wait to test Melee in Rimworld 1.0.
Bjorn Strongndarm man if you’re at the point where a single weapon makes a noteworthy difference to raid size you’re either really early game or your colony is poor AF
Can you discuss how imprisonment works? Specifically how does social effects recruitment chance , cell size and mood. I'm also wondering if relationships do anything to help/hinder it. As for a second thought does material effect furniture? Sound someone opt for a steel bed or a wooden one? As always excellent video, a lot of good facts and numbers.
Thank you! The prison question is a good one -- I know there's a video or two already out there, but they may be outdated by now. As for the furniture question, I'm not quite sure I understand. Affect furniture in what way? It will affect it's market value, at least...
Hey I know not too many people have asked, but I really really would appreciate it if you did this for Beta 18. Or maybe wait until 1.1 but it would be awesome to understand the new mechanics and the way weapons stack up, I mean the way you did it with this video is just so full proof IMO. It's hard to deny it.
Numberwise, though, the mace is better than the club. They both have 12 damage, but the club has a longer cooldown of 2.15, compared to the mace's 2. This gives a 5.58 DPS for the club vs. a flat 6 for the mace. I think the deal is just that this is a small enough difference to give the mace a good chance of winning in the tournament. The other RNG factors make the small difference messy. For instance, if the tribal damages the mace fighter on the first hit and brings her manipulation down, but the club wielder gets lucky and dodges, that might be enough to make the club weilder's effective DPS (that is, his DPS x his chance of hitting) higher for the rest of the tournament. Etc. There are a lot of variables here. (Side note: I spent a LOT of time trying to figure out why the club did so well, and came up blank. Like, it seems bizzare to me that it tied with the spear. I guess there's just something about its particular blend of damage and cooldown that happens to make it really effective.) Maybe one extra point of damage on the mace would do it, though?
Bjorn Strongndarm Interesting. Great video again, Bjorn. If you're discuss melee more often, perhaps you can also take account into pain, brawler trait and painstoppers?
The sword dominates because of its high per-hit damage. It has a chance to lop off a limb or make it completely useless and a lucky strike (say to the neck) can instantly kill. A lower per hit weapon (even one that hits far more rapidly, like a knife) spreads out its damage so there's a chance that no limbs are critically damaged or disabled and the damage is spread out to more body parts.
similarly to the assault rifle i noticed this while playing the game and automatically equipped all my melee fighters with clubs. sure, if i come across longswords and spears i happily use them, but i'd never build any of the melee weapons myself, i'd rather spend my time and resources (mostly steel) on assault rifles, advanced helmets and kevlar vests or whatever they are called. about the knocking the opponent out vs killing them issue of the long sword and spear i only noticed that i am then forced to tend to them, even without using meds or herbs. if i beat them up with clubs, i can just let them sleep it out and meanwhile tend to my own pawns. mostly it isnt an issue though anyway. i rarely end up with a downed pawn that has less than 5 hours left to live and 5 hours is a long time to fix any and all wounds. so in the end, if cutting weapons kill more enemies instantly instead of knocking them out i dont know. what i do know is that pawns can die without having a reason to die, as in no life threatening sickness or condition, all organs are still in working condition, no drug issues, nothing. they just die after getting beaten up, yes, even with clubs. that must be because of a certain percentage of enemies dying instead of getting downed.
steel clubs will occasionally just cave in the opposition's shoulder/s, completely destroying the limb, not the best thing for downing potential pawns...
I really enjoy your videos, melee deserves a series, hopefully there will be experiments relevant to in-game combat as lvl 20 melee colonists are virtually impossible to obtain and I would much rather see group fights as well as individual duals with common armor to each side, ie. a few parka, body armor, and one or two power armor individuals against another squad. I'm just thinking in terms of combat that is relevant to my colonies like in your shoot out tests where you had colonists gun down a rampaging herd of elephants, keep up the good work!
Doesn't the material of the tribal wear offer different percentages of armor protection? Could that have skewed your results? Also, the quality percentage of a melee weapon will affect the damage value. Keep up the great work!
Hmm, right, according to the wiki leather gives a 4.5% armor bonus vs. a 3% armor bonus. I'm hoping that's small enough not to have made a big difference here. (More to the point: I think whether or not the colonist gets hit right off the bat, lowering her manipulation and so her chance to hit, probably will cause more noise in the tournament than that 1.5% armor bonus.) There are other bonuses for synthread, devilstrand, thrumbo fur, etc., but I don't think those occur naturally on tribals. Unfortunately, there's no way for me to control for clothes -- I can spawn enemy pawns in with the dev tools but I can't change their clothes. I went for tribal b/c I thought it was going to do that. (No tribal ever spawns in wearing power armor.)
Some materials like synthread gives up to 40% sharp armor and I believe 20% blunt. Also I've seen the effect of these much stronger Sharp armors in the high speed my Melee guys get Mechs down (vs a hurd of shooters). Really I should rush them with the best clubs & maces I can make and do the stats. Oh and as already said please keep up the great work !
In my opinion the major benefit of blunt over sharp weapons is that bruises and cracks heal without scaring. You can use a club to down prisoners, arrest colonists and down raiders (potential prisoners) really quickly without hurting them to much or cutting off limbs you'll then need to replace using bionic parts or have life-long (painful) scars. The upside of the longsword is its crippling effect once you get your first hit. A longsword wound usually deals high amounts of damage and has a great chance of tearing off arms, legs, etc. This way its more easy to win the fight if you don't care about the health of your opponent.
Well true you can still destroy/crush eyes, toes, fingers and the like but it's way less likely to deal major injuries like cutting off an arm, shoulder or leg like it happened to me quite frequently with a longsword or gladious. The club is obviously not a non-leathal weapon but especially since there will be no scaring of the injuries the (surviving) victims will have less long-term health modifications than when you use a longsword. Hitting a shoulder with a club will result in a bruise/crack. Hitting it with a longsword results in one less arm...
Great vid! I would have liked to see you test low vs. high cool-down weapons on pawns with low melee skill. My hypothesis: because these pawns will hit less often, those weapons with low-cool down (= allowing more hits per second) will result in greater overall damage dealt, as compared to, say, a heavy and slow weapon, which might hit hard but only if you can consistently land blows (which these poor melee-challenged pawns won't regularly be doing).
Thanks! As for the hypothesis: I remember thinking something similar about guns --- that rapid-fire low damage would actually be better than slower-fire high damage. So, like imagine two guns that both have a DPS of, I dunno, 10, but with the first one getting it by firing one bullet every tenth of a second for a damage of 1, and the other firing one bullet every second for a damage of 10. Suppose each bullet fired has a 80% chance to hit. (And it's a stationary target -- things change when it's moving.) In the long run, each bullet will tend towards the same amount of damage delivered. But the quicker gun is more reliable; you can bank on getting anywhere between 6 and 10 points of damage every second, whereas the slower gun varies more wildly, giving you a full 10 damage some seconds, but nothing at all on other seconds.
i would like to see a truncheon/baton added to the game that has a chance to down someone with every hit ( % chance proportional to targets health lost?), and maybe single-use tasers that auto-down that can only be bought from traders (weapon dealers only?)
I tested in how my prisoners react in a frosty enivroment, I took out their clothes and put some beds and other basic stuff in the cell, when the temperature is normal, they walk around but when It's very cold they stay in Bed all the time, only getting out of it, when they eat. But they still died anyway. I tested It on Version 14 but It should still work.
Keep in mind the hidden "pain" factor for downs.Notice when people are downed, they may not have anything remotely life threatening, but are in extreme pain. Hence, fists make the best "downing" weapon, I've yet to kill someone in a fistfight, but I've killed with clubs. Also, did you try multiple times in each test? I know it's tedious but fists beating a shiv seems a bit... Broken. Maybe you could have made downs their own score (.75) as well.Science idea: Limb health and damage + effects
Well, each set of 5 I ran 5 times, for a total of 25. Does that count as running multiple times? Fist > shiv isn't surprising, though. Fist has a higher DPS.
If the wiki is correct, the spear has much higher AP than the sword also. Isn't that the big winner? However the wiki also shows the spear being beaten in AP- even though one of its attacks is 50% AP. Not sure how that works? And it is Mehl-Ayy.
In the description of a mod the autor said there was a chance of the pawn ending dead when he was downed in the vanilla of 50% regardless of how it was downed, so maybe you should look onto that
@bjorn Strongndarm I would like to see a Rimworld Science where you explain how raids are calculated. :) I think it would be a very popular video. Thanks in advance. :D
What about permanent damage? I know longswords and shivs can cut eyes out and whatnot, but can you bash an eyeball out with a club? Can bruises scar at all?
It drives me nuts that there's not a dedicated "Incapacitate" option in a game where capturing people is one of the main mechanics to expand your colony :(
I usually pick zeushammer. It instantly downs enemies with implants, breaks shields, destroys mechanoids, and it still does decent damage against humans and insects. Locust armor + Zeushammer + >Good Shield = EMP wielding, shield disabling assault shock trooper. Paired with a good sniper team, it's almost unstoppable. After I trained two thrumbos to follow him around in combat, most encounters became rather trivial.
One problem that I could see with this experiment is that you aren't testing all melee weapons vs all melee weapons. You're holding out on some, and you're not starting them all off at the beginning of the tournament, namely the spear and the longsword. Due to the way those turned out, it makes me wonder if the way the weapons performed in the tournament were dependent on what weapons they were pitted against. For example, maybe a club does well a knife a fist and a spear but is completely shit at combating a long-sword for some reason. This might just be hard coded into the game? Some weapons may do well against some weapons but badly against others, and having a blind tournament whilst withholding the spear and the longsword until later may not be the way to figure out what does well against what, or what does well regardless of the weapon you're using. Like maybe there are some weapons that are good or at least adequate against everything. That would be what I'm looking for.
@@ChinBiter47 I live in America, and my family owns property in Canada so I've been there a lot. It is always pronounced may-lay. Only SJWs think that words and comments are "forceful"
I think your results are quite unclear this time, I think you should increase the number of instances you check to lower the error chances, to do so changing the way you keep scores might help reducing you work. BTW I think that beside the damage you should compare different sul levels, and then compare weapons between each other. I know it's a lot of work but it is more likely to give you relevant results than this.
maybe just test fist/beer/wood/shiv at different skill lvls to see if low skill melee are better with shiv, but maybe high skill better with fists? (use fist as baseline?) could work like glitterworld med's where is skill goes high enough some weapons become irrelevant?
@@wizzlet6821 He shouldn't be. Some TH-camrs often mispronounce simple words just so people comment to correct them. Every interaction with a video increases its visibility.
DrakeSlator 1 *This* makes what's inside Bold. -2 This- and _3 this_ causes those. Lawlz. Lazy explanation for the win. What I love is other people can't see them up there.^ Here's the Legend, or Key. Depending on your dialect. 1 *, 2 - , 3 _
Please do an updated version of these! Some things have changed and these science vids were so in-depth and helpful :)
MY 2 cents on melee:
WEAPONRY
Jade can be used to make clubs, but not maces, making the most damaging bluntweapon the legendary jade club.
By far the best sharp melee weapon in game for outright killing is the legendary plasteel longsword.
However most armored foes have much better damage reduction vs sharp than from blunt!
Once the damage for a STRIKE reaches a critical point, a lucky hit can instantly sever bodyparts via damage alone meaning the fight can end very quickly. Either by severely reducing the enemies ability to fight back or outright deathstrokes.
2 or 3 melee attackers, effectively stunlock most enemies (unfortunately colonists too) so quick kills are essential to thin the numbers before switching to blunt weapons to attempt capture. Do not discount awful plasteel maces at that point, their high attack speed and low(er) chance to destroy via damage means a healthier prisoner in the end.
CAPTURE
I cannot confirm but believe there is a hard coded chance to favor kill vs down, the best chance you get is with blunt weapons (around the 30% you mentioned) but it is far worse with blades or ranged, because even if you manage a down, chances are you will spend vast time and resources managing wounds/infections/scars/missing bodyparts before the prisoner is colony viable. Time is a critical resource in the few hours following a raid when you want to be treating your own colonists/hauling new equipment.
INCREASING THE ODDS
Brawler - Bonus chance to hit is HUGE, but skill ranks add to Dodge
Jogger/Bionic legs - more land speed means more Dodge, and less time closing the distance
Go-juice/Luciferium - more melee damage/speed but more importantly less PAIN (see below)
Painstopper - Keeps from going unconscious from multiple hits YMMV it also has drawbacks (go juice is better)
Bionic arms > Scyther blades - more manipulation(hit chance/non-combat work), varied weapon choices
DEFENSES
Shield belts > Smokepop belts - because your OWN ranged can see you to help you, and if it pops early it's useless
Power armor helmet and devilstrand button-down shirts and pants, power armor>devilstrand Duster and Armor vest(mostly)
TLDR - High quality Jade clubs are my favorite
Thanks for reading - love your videos
One downside to legendary jade clubs? They are worth a fortune. You're basically *begging* for huge raids with one of those puppies hanging around. ;D
Bjorn Strongndarm hahaha yes, huge raids in late game is inevitable though. There IS an upper limit to them ;)
Much appreciated even if ate by over a year +Pan Thine Guardian and obviously Bjorn :) A couple things that changed in B18 (from 1.5k hours in the game :) : *Clubs* (jade/plasteel) are much nerfed. HQ plasteel *knives* are kinda heavily boosted. And HQ ranged rifles come just behind: they actually take only seconds to down a *Centipede* with a Melee 13+ dude. Can't wait to test Melee in Rimworld 1.0.
@Vampiresoap you use melee to tie up ranged enemies that are using cover.
Bjorn Strongndarm man if you’re at the point where a single weapon makes a noteworthy difference to raid size you’re either really early game or your colony is poor AF
"Miilee"
>Scrolled to comments section to find miilee comment
>Wasn't disappointed.
Miiiiiiiiileeeeee 😭
5:55 Lindybiege would approve this science.
Huzzar!
Can you discuss how imprisonment works? Specifically how does social effects recruitment chance , cell size and mood. I'm also wondering if relationships do anything to help/hinder it. As for a second thought does material effect furniture? Sound someone opt for a steel bed or a wooden one? As always excellent video, a lot of good facts and numbers.
Thank you! The prison question is a good one -- I know there's a video or two already out there, but they may be outdated by now. As for the furniture question, I'm not quite sure I understand. Affect furniture in what way? It will affect it's market value, at least...
late response, but I made a room with furniture made of jade for our great colony leader. the room is massively impressive (->mood boost)
Could you do one on armor? and/or when you get hit what body part takes damage?
Also note: Sharp weapons are good for hunting, attacking raiders without armors while blunt weapons are good against armored raiders.
As always, I learned something. Thank you for another great Rimworld science video, Bjorn!
You're welcome! Glad you found it useful!
So best blunt weapon is jade club and best sharp weapon is plasteel longsword / spear. Good to know!
Since this is 2years old, is there an updated version in the works?
Hey I know not too many people have asked, but I really really would appreciate it if you did this for Beta 18. Or maybe wait until 1.1 but it would be awesome to understand the new mechanics and the way weapons stack up, I mean the way you did it with this video is just so full proof IMO. It's hard to deny it.
Its kinda nonsense that clubs outdo maces. Tynan should swap the numbers around.
Numberwise, though, the mace is better than the club. They both have 12 damage, but the club has a longer cooldown of 2.15, compared to the mace's 2. This gives a 5.58 DPS for the club vs. a flat 6 for the mace.
I think the deal is just that this is a small enough difference to give the mace a good chance of winning in the tournament. The other RNG factors make the small difference messy. For instance, if the tribal damages the mace fighter on the first hit and brings her manipulation down, but the club wielder gets lucky and dodges, that might be enough to make the club weilder's effective DPS (that is, his DPS x his chance of hitting) higher for the rest of the tournament. Etc. There are a lot of variables here. (Side note: I spent a LOT of time trying to figure out why the club did so well, and came up blank. Like, it seems bizzare to me that it tied with the spear. I guess there's just something about its particular blend of damage and cooldown that happens to make it really effective.)
Maybe one extra point of damage on the mace would do it, though?
Bjorn Strongndarm Interesting. Great video again, Bjorn. If you're discuss melee more often, perhaps you can also take account into pain, brawler trait and painstoppers?
The sword dominates because of its high per-hit damage. It has a chance to lop off a limb or make it completely useless and a lucky strike (say to the neck) can instantly kill. A lower per hit weapon (even one that hits far more rapidly, like a knife) spreads out its damage so there's a chance that no limbs are critically damaged or disabled and the damage is spread out to more body parts.
similarly to the assault rifle i noticed this while playing the game and automatically equipped all my melee fighters with clubs. sure, if i come across longswords and spears i happily use them, but i'd never build any of the melee weapons myself, i'd rather spend my time and resources (mostly steel) on assault rifles, advanced helmets and kevlar vests or whatever they are called.
about the knocking the opponent out vs killing them issue of the long sword and spear i only noticed that i am then forced to tend to them, even without using meds or herbs. if i beat them up with clubs, i can just let them sleep it out and meanwhile tend to my own pawns. mostly it isnt an issue though anyway. i rarely end up with a downed pawn that has less than 5 hours left to live and 5 hours is a long time to fix any and all wounds. so in the end, if cutting weapons kill more enemies instantly instead of knocking them out i dont know. what i do know is that pawns can die without having a reason to die, as in no life threatening sickness or condition, all organs are still in working condition, no drug issues, nothing. they just die after getting beaten up, yes, even with clubs. that must be because of a certain percentage of enemies dying instead of getting downed.
steel clubs will occasionally just cave in the opposition's shoulder/s, completely destroying the limb, not the best thing for downing potential pawns...
I really enjoy your videos, melee deserves a series, hopefully there will be experiments relevant to in-game combat as lvl 20 melee colonists are virtually impossible to obtain and I would much rather see group fights as well as individual duals with common armor to each side, ie. a few parka, body armor, and one or two power armor individuals against another squad. I'm just thinking in terms of combat that is relevant to my colonies like in your shoot out tests where you had colonists gun down a rampaging herd of elephants, keep up the good work!
Doesn't the material of the tribal wear offer different percentages of armor protection? Could that have skewed your results? Also, the quality percentage of a melee weapon will affect the damage value. Keep up the great work!
Hmm, right, according to the wiki leather gives a 4.5% armor bonus vs. a 3% armor bonus. I'm hoping that's small enough not to have made a big difference here. (More to the point: I think whether or not the colonist gets hit right off the bat, lowering her manipulation and so her chance to hit, probably will cause more noise in the tournament than that 1.5% armor bonus.)
There are other bonuses for synthread, devilstrand, thrumbo fur, etc., but I don't think those occur naturally on tribals. Unfortunately, there's no way for me to control for clothes -- I can spawn enemy pawns in with the dev tools but I can't change their clothes. I went for tribal b/c I thought it was going to do that. (No tribal ever spawns in wearing power armor.)
Some materials like synthread gives up to 40% sharp armor and I believe 20% blunt. Also I've seen the effect of these much stronger Sharp armors in the high speed my Melee guys get Mechs down (vs a hurd of shooters). Really I should rush them with the best clubs & maces I can make and do the stats. Oh and as already said please keep up the great work !
amazing test thank you so much it cleared so many think that i ask so many questions thanks!
Subscribed + Liked. Great video, professional and informative as ever!
In my opinion the major benefit of blunt over sharp weapons is that bruises and cracks heal without scaring.
You can use a club to down prisoners, arrest colonists and down raiders (potential prisoners) really quickly without hurting them to much or cutting off limbs you'll then need to replace using bionic parts or have life-long (painful) scars.
The upside of the longsword is its crippling effect once you get your first hit. A longsword wound usually deals high amounts of damage and has a great chance of tearing off arms, legs, etc. This way its more easy to win the fight if you don't care about the health of your opponent.
You can crush limbs (fingers, toes at least) with a club though, right? Pretty sure I've seen that...
Well true you can still destroy/crush eyes, toes, fingers and the like but it's way less likely to deal major injuries like cutting off an arm, shoulder or leg like it happened to me quite frequently with a longsword or gladious.
The club is obviously not a non-leathal weapon but especially since there will be no scaring of the injuries the (surviving) victims will have less long-term health modifications than when you use a longsword.
Hitting a shoulder with a club will result in a bruise/crack. Hitting it with a longsword results in one less arm...
Fair, fair
Great vid! I would have liked to see you test low vs. high cool-down weapons on pawns with low melee skill. My hypothesis: because these pawns will hit less often, those weapons with low-cool down (= allowing more hits per second) will result in greater overall damage dealt, as compared to, say, a heavy and slow weapon, which might hit hard but only if you can consistently land blows (which these poor melee-challenged pawns won't regularly be doing).
Thanks!
As for the hypothesis: I remember thinking something similar about guns --- that rapid-fire low damage would actually be better than slower-fire high damage. So, like imagine two guns that both have a DPS of, I dunno, 10, but with the first one getting it by firing one bullet every tenth of a second for a damage of 1, and the other firing one bullet every second for a damage of 10. Suppose each bullet fired has a 80% chance to hit. (And it's a stationary target -- things change when it's moving.) In the long run, each bullet will tend towards the same amount of damage delivered. But the quicker gun is more reliable; you can bank on getting anywhere between 6 and 10 points of damage every second, whereas the slower gun varies more wildly, giving you a full 10 damage some seconds, but nothing at all on other seconds.
very concise, great video
i would like to see a truncheon/baton added to the game that has a chance to down someone with every hit ( % chance proportional to targets health lost?), and maybe single-use tasers that auto-down that can only be bought from traders (weapon dealers only?)
I tested in how my prisoners react in a frosty enivroment, I took out their clothes and put some beds and other basic stuff in the cell, when the temperature is normal, they walk around but when It's very cold they stay in Bed all the time, only getting out of it, when they eat. But they still died anyway. I tested It on Version 14 but It should still work.
Hmm, interesting. I ought to look into that at some point.
Either you are an Area 51 scientist doing experiments, or you wanna see the world burning and suffering. :D xD
Keep in mind the hidden "pain" factor for downs.Notice when people are downed, they may not have anything remotely life threatening, but are in extreme pain. Hence, fists make the best "downing" weapon, I've yet to kill someone in a fistfight, but I've killed with clubs. Also, did you try multiple times in each test? I know it's tedious but fists beating a shiv seems a bit... Broken. Maybe you could have made downs their own score (.75) as well.Science idea: Limb health and damage + effects
Well, each set of 5 I ran 5 times, for a total of 25. Does that count as running multiple times?
Fist > shiv isn't surprising, though. Fist has a higher DPS.
If the wiki is correct, the spear has much higher AP than the sword also. Isn't that the big winner?
However the wiki also shows the spear being beaten in AP- even though one of its attacks is 50% AP. Not sure how that works?
And it is Mehl-Ayy.
In the description of a mod the autor said there was a chance of the pawn ending dead when he was downed in the vanilla of 50% regardless of how it was downed, so maybe you should look onto that
Yeah, someone else mentioned that, too. I need to have a look.
Which weapons beat a Pilum if they get a shot off before the melee?
Great series. Enjoy seeing the min maxing. Do you plan on doing a video about armor per wealth cost in 1.0?
Is there an update for royalty with the new persona weapons?
Only thing i'm really missing is the armor factor.
U need to compare dual scyther blades not just 1 blade against thrumbo horn. Also the type of weapon jade vs plasteel vs steel!
Bjorn, do a video on Blood Filtration. I had no idea that giving someone a surrogate liver (prothesis mod) actually helped them fight infection!
Can you do one on armor?
This is so much science to my brain
@bjorn Strongndarm
I would like to see a Rimworld Science where you explain how raids are calculated. :)
I think it would be a very popular video.
Thanks in advance. :D
It's a good idea. I have NO IDEA how raids are calculated, though! Maybe need someone to dive into the code for me on that one.
What about permanent damage? I know longswords and shivs can cut eyes out and whatnot, but can you bash an eyeball out with a club? Can bruises scar at all?
Yes and yes. Bruises can definitely scar.
Loved the weapons playoffs!
"Elephant horns or Thrumbo tusks"
You said the spear beat the longsword by 14 to 1, but it says 14 to 11 on the graph. I assume the latter is the case.
Yeah, it's the latter. Sorry about that -- I misspoke.
Elephant horn / Thumbo tusk
2:46 the two rooms are not divided by walls wich well count as a barracks nice one stressed boi!
:D
Haha, oops!
LUL i think iam the only one that noticed
It drives me nuts that there's not a dedicated "Incapacitate" option in a game where capturing people is one of the main mechanics to expand your colony :(
Because otherwise it would be trivial to just incapacitate all of them, and there would be no challenge imo. I'm sure it could be modded in though.
"maylay" not "mealay"
we need an update for 1.1
MONOSWORD IS KING!
林鼎鈞 why hello there. Nice seeing new comments here
I usually pick zeushammer.
It instantly downs enemies with implants, breaks shields, destroys mechanoids, and it still does decent damage against humans and insects.
Locust armor + Zeushammer + >Good Shield = EMP wielding, shield disabling assault shock trooper. Paired with a good sniper team, it's almost unstoppable.
After I trained two thrumbos to follow him around in combat, most encounters became rather trivial.
One problem that I could see with this experiment is that you aren't testing all melee weapons vs all melee weapons.
You're holding out on some, and you're not starting them all off at the beginning of the tournament, namely the spear and the longsword. Due to the way those turned out, it makes me wonder if the way the weapons performed in the tournament were dependent on what weapons they were pitted against.
For example, maybe a club does well a knife a fist and a spear but is completely shit at combating a long-sword for some reason. This might just be hard coded into the game? Some weapons may do well against some weapons but badly against others, and having a blind tournament whilst withholding the spear and the longsword until later may not be the way to figure out what does well against what, or what does well regardless of the weapon you're using. Like maybe there are some weapons that are good or at least adequate against everything. That would be what I'm looking for.
It's pronounced "may-lay" fyi.
not in America and Canada, its a different country, stop trying to force a different pronunciation.
@@ChinBiter47 I live in America, and my family owns property in Canada so I've been there a lot. It is always pronounced may-lay. Only SJWs think that words and comments are "forceful"
@@ChinBiter47 I live in Canada and frequently deal with illiterate truckers from the states, even they pronounce it may lay
WTF kinds of random ass conversations are you having with American truckers is what I'm trying to figure out.
english is wierd
I think your results are quite unclear this time, I think you should increase the number of instances you check to lower the error chances, to do so changing the way you keep scores might help reducing you work.
BTW I think that beside the damage you should compare different sul levels, and then compare weapons between each other.
I know it's a lot of work but it is more likely to give you relevant results than this.
You should do a science video on drugs and chemical fascination. I'm having issues with keeping my pawns from taking my luciferium lately.
ive legit never heard me lay
Making 16 year old girls kill their clones and assigning yet another clones to clean the blood after. That's some very sick shit, I like it.
All in the name... OF SCIENCE!!!
loved the vid
So a max level warrior will still have a chance to lose to a level zero, one armed, peg legged, prisoner.
Ironically this is true in real life. A lucky strike is a lucky strike. I just wouldn't bet on it ;-)
wow the club is really good. I have been making shivs because I thought stabbing would be better than bashing.
Yeah, I was a bit surprised that damage-by-blunt and damage-by-sharp didn't seem to favor the sharp in any way. I think more SCIENCE!!! is needed.
maybe just test fist/beer/wood/shiv at different skill lvls to see if low skill melee are better with shiv, but maybe high skill better with fists? (use fist as baseline?) could work like glitterworld med's where is skill goes high enough some weapons become irrelevant?
good video...
*sees **9:34** ,no **10:00*
PERFECT VIDEO
MeeLay.
Melee: "May - lay"
informative vid
It.... Doesn't help me. I'm looking for the best non-shock lance weapon to down raiders with so I can organ harvest them
Is shame from pronouncing "melee" incorrectly why you never made another Rimworld Science video?
Probably. I'd be ashamed.
@@wizzlet6821 He shouldn't be. Some TH-camrs often mispronounce simple words just so people comment to correct them. Every interaction with a video increases its visibility.
Animal taming and breeding pls
*Raises his glass.* =)
Hmm.. That makes bold text? Wasn't expecting that =/
Cheers! (And, yeah, the TH-cam-comments bold-text-thing is kind of weird.)
DrakeSlator 1 *This* makes what's inside Bold. -2 This- and _3 this_ causes those. Lawlz. Lazy explanation for the win. What I love is other people can't see them up there.^ Here's the Legend, or Key. Depending on your dialect. 1 *, 2 - , 3 _
>mii lay
>meh lay
Video is 4 years old, but I can't help it... Melee is pronounced "may-lay" not "mee-lay."
I say potato you say portartoo!
*MElay*
Me-lay
me lay down laffing at your pronunciation of "melee"
Wtf is a meele