![]() With a single layer of normal marine armor (106%) however, each assault rifle shot only has a 20% chance to get through completely, a 40% chance to be blunted and reduced by half, and a 40% chance to deflect harmlessly. That's like rolling a 20-sided dice 5 times and only getting any protection for each 20 you roll. That assault rifle bullet will negate 16% from each layer, so you're relying on 5 rolls with only a 4% chance each to provide any protection, and only 2% per layer to harmlessly deflect it. Let's say you could somehow wear 5 layers of clothing that each provide 20% armor. The big advantage of proper armor comes with countering that armor penetration stat. It also has a 37.5% chance to be blunted and reduced by half, and a 37.5% chance to deflect harmlessly. Against the flak vest however, it only has a 26% chance to pierce and destroy the heart instantly. Then it has an 88% chance to pierce the shirt. This gives the bullet a massive 74% chance to penetrate completely. So first the bullet hits the duster which has 26% armor after factoring in penetration. If it rolls a higher number than the remaining armor rating, it penetrates unimpeded. If it's above half the rating but not over it, it is mitigated into blunt damage and reduced by half. ![]() If it is under half the armor rating percent, it deflects harmlessly. A random number is rolled from 0 to 100 and compared against the armor rating. Stoneskin/Armorskin Gland for final layer. An assault rifle bullet has 16% armor penetration, putting the effective values at 12%, 26%, and 74%.īecause each layer is calculated separately, a shot to the heart will make 3 checks. Duster - Thrumbo > Hyperweave > Devilstrand Button Down Shirt - Thrumbo > Hyperweave > Devilstrand Pants - Thrumbo > Hyperweave > Devilstrand Bionic Arms/Legs negates arm bleed from wearing the Flak Vest not protecting your arms. Overall, the cowboy hat is a decent hat with an exceptional heat insulation while having a niche secondary use as a social impact booster.Let's say you got normal devilstrand shirts and dusters giving armor values of 28% and 42%, and a flak vest for 100%. Arguably, the cowboy hat is better than the simple helmet in warmer climates (or even the flak helmet in extreme circumstances) before the mid-game, preventing pawns from getting the "hot" or "sweaty" mood malus or heatstroke, which reduces their work efficiency. Although it has low armor, the cowboy hat should be worn until your base is large and sustainable enough to power air conditioning in all workplaces, at which point it can be passed over for better armor. 10%), but don't offer any insulation from heat or social impact boostĬowboy hats are especially useful when it comes to surviving heat waves in hot climates, such as deserts or even the extreme desert. ![]() Tuques offer significantly more insulation from cold (50% vs.Thrumbofur fares a bit better at 112 sharp protection at legendary, and on top of a high quality flak vest with bionic arms its decent coverage for the torso, neck and shoulders (bionic arms are. +10%) but slightly less insulation from heat (40% vs. A devilstrand duster is equally countered, at legendary its 75 sharp minus the 45 AP of a lance is 30, thats 'something' but its not very good. Bowler hats offer a slightly larger boost to social impact (+15% vs.All three hats offer the same coverage and armor.Adding a cowboy hat to this outfit increases the heat insulation to +27.54☌. This outfit gives +18.54☌ of insulation from heat. For example, consider a pawn wearing button-down shirt, pants, and a duster (all normal quality, cloth). This stacks additively with all other forms of suppression loss rate offsets.Ĭowboy hats are an easy way to protect from hot weather while also adding a bit of extra armor and a boost to Social Impact. When worn by a slave, a cowboy hat increases the rate that suppression is lost by 5% per day. Nor does it affect prisoner recruitment, beyond slightly hastening how quickly the prisoners like the warden, as that is instead dependent on Negotiation Ability. It does NOT affect trade prices, as that is instead dependent on Trade Price Improvement. Instead of using resources to create body armor, first create marine helmets or cataphract helmets (if available), while sticking to vests + overgarments. Note: Social impact predominantly affects the Opinion bonuses and maluses pawn interactions can create, the success chance of Speeches and some rituals. A vest with suitable overgarment (duster made of devilstrand / thrumbofur / hyperweave, or flak jacket) is noticeably cheaper for similar protection. They make decent to good armored stuff-able clothes. A cowboy hat offers a +10% increase to Social Impact. Yes because it is the third best textile for sharp defense (behind thrumbofur and hyperweave), the second best for blunt defense (behind hyperweave) and the best heat defense out of all other textiles in vanilla Rimworld.
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