Difference between revisions of "Zeushammer"

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== Usage ==
 
== Usage ==
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The zeushammer is a strong melee weapon, but falls short of the [[monosword]]'s sheer damage output and armor pentetration. As a zeushammer deals blunt damage, it can be better against armor - most enemies have much better Sharp % than Blunt %. However, the monosword will fully penetrate even a [[centipede]]'s armor, so zeushammers are mostly limited to humans with [[marine armor]] and [[cataphract armor]]. Even then, the monosword's raw damage will not be far behind.
  
The Zeushammer's EMP blast upon hitting a target makes it one of the better melee weapons to fight [[mechanoid]]s with, however it still falls short of the [[monosword]]'s sheer damage output and armor penetration.
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When a zeushammer hits, its [[EMP]] will stun [[mechanoids]], [[turrets]], and [[mortar]]s, for 4.5s. After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for 2,200 ticks (36.67 secs), regardless of stun length. This makes a zeushammer counterproductive when fighting mechanoids alongside [[EMP grenades]] or another source of stun. The zeushammer retains its niche against turrets, as well as certain other uses (like breaking [[shield belt]]s and [[low-shield pack]]s).
  
However, since it deals blunt damage, (most enemies have far better sharp armor than blunt armor) this weapon is much better suited when dealing with armored enemies, and can have better DPS than the monosword, specially when dealing with the centipede (since it can stack the EMP with blunt damage).
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Blunt damage in it of itself also has a small chance to stun the target, regardless of their organic status. This is usually too minor and unreliable to count on, however.
 
 
When inflicted, EMP will stun [[mechanoids]] and [[turrets]], including both human and mechanoid variants as well as [[mortar]]s, for 4.5s. After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for 2,200 ticks (36.67 secs). Turrets do not become adapted. It is currently unclear if zeushammers cause a shorter "adapted" time to match their shorter stun time than other EMP sources.
 
  
 
{{Weapon Quality Table|Zeushammer| Melee}}
 
{{Weapon Quality Table|Zeushammer| Melee}}

Revision as of 03:30, 26 November 2022

Zeushammer

Zeushammer

A warhammer with an embedded EMP capacitor. Upon impact, it blasts the target with an EMP burst in addition to the physical damage.

Base Stats

Type
EquipmentWeapons
Tech Level
Ultra
Weapon Class
Ultra
Market Value
2000 Silver
Mass
1.2 kg

Ranged Combat

Mode
Melee

Melee Combat

Mode
Melee
Melee Attack 1
Handle
15 dmg (Poke)
22% AP
2.0 seconds cooldown
Melee Attack 2 
Head
31 dmg (Blunt)
46% AP
3.0 seconds cooldown
Technical
weaponTags
UltratechMelee
thingSetMakerTags
RewardStandardMidFreq


The Zeushammer is a DLC melee weapon that emits an EMP upon hitting a target.

Obtaining

Zeushammers can be purchased from any combat supplier or war merchant or obtained as a quest reward, once you have the Royalty DLC active.

Usage

The zeushammer is a strong melee weapon, but falls short of the monosword's sheer damage output and armor pentetration. As a zeushammer deals blunt damage, it can be better against armor - most enemies have much better Sharp % than Blunt %. However, the monosword will fully penetrate even a centipede's armor, so zeushammers are mostly limited to humans with marine armor and cataphract armor. Even then, the monosword's raw damage will not be far behind.

When a zeushammer hits, its EMP will stun mechanoids, turrets, and mortars, for 4.5s. After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for 2,200 ticks (36.67 secs), regardless of stun length. This makes a zeushammer counterproductive when fighting mechanoids alongside EMP grenades or another source of stun. The zeushammer retains its niche against turrets, as well as certain other uses (like breaking shield belts and low-shield packs).

Blunt damage in it of itself also has a small chance to stun the target, regardless of their organic status. This is usually too minor and unreliable to count on, however.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Zeushammer Zeushammer Handle (Poke) Head (Blunt) Human: Left & right fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 7.62 31.07% 12 2s 17.6% 6 8.33% 24.8 3s 36.8% 8.27 75% 8.2 2s 12% 4.1 8.33% 100 1000 Silver
    Poor 8.52 34.7% 13.5 2s 19.8% 6.75 8.33% 27.9 3s 41.4% 9.3 75% 8.2 2s 12% 4.1 8.33% 100 1500 Silver
    Normal 9.41 38.33% 15 2s 22% 7.5 8.33% 31 3s 46% 10.33 75% 8.2 2s 12% 4.1 8.33% 100 2000 Silver
    Good 10.3 41.97% 16.5 2s 24.2% 8.25 8.33% 34.1 3s 50.6% 11.37 75% 8.2 2s 12% 4.1 8.33% 100 2500 Silver
    Excellent 11.78 48% 18 2s 26.4% 9 25% 37.2 3s 55.2% 12.4 75% 8.2 2s 12% 4.1 0% 100 3000 Silver
    Masterwork 14.24 58% 21.75 2s 31.9% 10.88 25% 44.95 3s 66.7% 14.98 75% 8.2 2s 12% 4.1 0% 100 4000 Silver
    Legendary 16.2 66% 24.75 2s 36.3% 12.38 25% 51.15 3s 75.9% 17.05 75% 8.2 2s 12% 4.1 0% 100 5000 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history

    Royalty DLC release - Added.