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https://rimworldwiki.com/wiki/Weapons#Melee_Formulas
If I had to take a guess, I'd say all attacks have the same chance, they cant proc more than once at a time, and thus the CD is not affected by the attack type number of procs.
Edit: I just looked at the DPS of a random melee weapon with 2 attacks and noticed that they DONT have the same chance! Otherwise, the average DPS and AP would be different...
Edit2: The chance for each attack is not hardcoded into the attributes of the weapon (it's a weapon from a mod, btw), so the chance for each attack has to be calculated by an algorithm by the game
Edit3: The chances of those 2 attacks are about 15% to 85%, so they are not equal at all
1) the game uses a fancy algorithm that decides the chances of a melee weapon's attacks. And it seems nobody knows how that algorithm actually works.
2) You cant proc more than 1 hit at once. IRL, how would you hit an enemy with a cleaver with the handle (blunt) and edge (sharp) at the same time!?
3) The CD after the attack is based on which attack was used. E.g. if it used the handle, it has 2s CD, and if it used the edge, it has 1.8s CD (those are hardcoded attributes for each attack).
Hum, all this doubts came from installing some mods with medieval weapons, and you have weapons like flails, that have a weapon attack for each of the 3 heads on the flail plus the base attack. If you look at it from a real world perspective, it would be possible to get more than a single head to hit the target. Or a trident, where a prong in real life could pierce the target on a single point, but you could actually get all 3 to pierce a limb or the body, from a single well aimed stab.
It's also an interesting possibility to consider for weapons like that, to have more than single hit to land, given blunt weapons like maces can hit more than a single body part from a blow (limb/head + body).
https://steamcommunity.com/app/294100/discussions/0/2952595757899419774/
At least for that cleaver, it is not hardcoded, and I doubt that it is hardcoded for any weapon.
If you have some time you can experiment with some pawns using melee weapons and look at the fight log. Maybe you'll discover something interesting; maybe it just plainly works like we suspect, without multiple hits...
for example: in "Races_Humanlike.xml" human has 0.07 for bite, 0.2 for head bash, and none specified for left and right fists, assuming 1 for each.
That said, I don't see <chanceFactor> in weapon defs.
"Is there some way to tell how often a pawn will use any one of these particular attacks?"
I've been thinking some more about it, and the only value that I see which could be used as a basis for calculating the chance of any attack is its DPS (damage and CD, maybe also AP to some extent?). That Cleaver does not have any type specified, i.e. it is not a 'sharp' weapon per se. So it is not using the edge attack more often because it is the attack which corresponds to its type, but simply because that attack is more powerful.
Some calculations:
Cleaver
handle: power 5, cd 2, DPS 2.5
edge: power 12, cd 1.8, DPS 6.7
handle vs edge: about 15:85
Mace (vanilla)
handle: power 9, cd 2, DPS 4.5
head: power 15.7, cd 2, DPS 7.85
handle vs head: 24.78% to 75.22%
the Cleaver has a higher difference between it's attacks DPS and is using the more powerful attack more often than the mace, which has a lower difference in DPS, as far as I can tell...
I went ahead and reduced the power of the Cleaver's handle attack from 5 to 1
And guess what!?
The total DPS increased!! From 6.59 to 7.28!
The new attack chances are
handle vs edge: 0.74% to 99.26%
So I was right, more powerful attacks are used more often. And they are used even more often the higher the difference in DPS is.
I could look into how changing CD and AP changes those next...
However, the total DPS is now 4.00
handle vs edge: 49% to 51%
This is weird. Increasing the CD and thus decreasing the attack DPS seems to have the opposite effect on its chance.
That means:
higher power = more chance
higher CD = more chance
Total DPS = 7.57
handle vs edge: 3.74% to 96.26%
So that confirms it:
higher CD and higher power = higher chance for that attack to get used
Sharp weapon types do piercing, cutting, etc, but pretty sure any of these can cause bleeding as well. My guess is that a pawn with lower skill has a higher chance of hitting with the wrong part of a sharp weapon as well as missing, so instead of just sharp damage types you could also see blunt damage because they suck at melee. I would bet that even a level 20 melee fighter would still see some random blunt hits, just like a level 20 tailor can still randomly, if rarely, screw up a hat.
There are, by the way, additional types of melee damage effects that I think are probably also related to skill. A good fighter *probably* has a higher chance of flinging some of whatever they are standing on (sand, water, dirt, mud...) in the eyes of his opponent, temporarily affecting their vision and thus their ability to land hits.
The best way to figure out what you are looking for here is to simply test it. Start a game and use dev tools to make a nice big stone surface and then spawn in some pawns and steel daggers, all of the same quality. Save the game and set their skill levels to 20 then make them fight. Do a bunch of fighters all at once so you can get a clear idea of what's going on. Then do it all again from your save point with their levels at 5, 10 and 15. Write down what you see from each fight and you should be able to see some patterns emerging that give you a better idea of what's going on under the hood than the wiki or us just guessing will.
The AP value depends on the power.
power = 5 --- AP = 8.2%
power = 1 --- AP = 1.6%
And we already know that changing the power changes the chance, so nothing new here.
I'll end my experiments at this point. I hope that info is useful in some way :)
that is all nice and swell, but actually nobody asked for that kind of info
nevertheless, it could be useful to someone, so I dont think your efforts were wasted :)
just a tip: before writing an essay about something, make sure what the questioner actually wants to know...