Difference between revisions of "Zeushammer"
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== Analysis == | == Analysis == | ||
− | As a zeushammer deals blunt damage, it can be better against armor - most enemies have much better Sharp % than Blunt %. However, the monosword will completely ignore even a [[centipede]]'s armor; zeushammers only start to surpass | + | As a zeushammer deals blunt damage, it can be better against armor - most enemies have much better Sharp % than Blunt %. However, the monosword will completely ignore even a [[centipede]]'s armor; zeushammers only start to surpass them when against humans with [[marine armor]] and [[cataphract armor]]. Even then, the sword's raw damage will not be far behind. |
Due to adaptation, a zeushammer actually becomes counterproductive when fighting mechs with [[EMP grenades]], or another source of EMP. The zeushammer retains its niche against turrets, as well as certain other uses of EMP (like breaking [[shield belt]]s, [[low-shield pack]]s). | Due to adaptation, a zeushammer actually becomes counterproductive when fighting mechs with [[EMP grenades]], or another source of EMP. The zeushammer retains its niche against turrets, as well as certain other uses of EMP (like breaking [[shield belt]]s, [[low-shield pack]]s). |
Revision as of 03:49, 26 November 2022
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
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
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
- weaponTags
- UltratechMelee
- thingSetMakerTags
- RewardStandardMidFreq
The Zeushammer is a DLC melee weapon that emits an EMP upon hitting a target.
Acquisition
Zeushammers can be purchased from any combat supplier or war merchant, or obtained as a quest reward, once you have the Royalty DLC active.
Summary
The zeushammer is a strong, blunt melee weapon. It completely beats a uranium mace of the same quality. However, it falls short of the monosword's sheer damage output and AP.
When a zeushammer hits, its EMP will stun mechanoids, turrets, and mortars for 4.5s. regardless of quality. After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for 2,200 ticks (36.67 secs), regardless of stun length.
Blunt damage in it of itself also has a small chance to stun the target, regardless of their organic status.
Analysis
As a zeushammer deals blunt damage, it can be better against armor - most enemies have much better Sharp % than Blunt %. However, the monosword will completely ignore even a centipede's armor; zeushammers only start to surpass them when against humans with marine armor and cataphract armor. Even then, the sword's raw damage will not be far behind.
Due to adaptation, a zeushammer actually becomes counterproductive when fighting mechs with EMP grenades, or another source of EMP. The zeushammer retains its niche against turrets, as well as certain other uses of EMP (like breaking shield belts, low-shield packs).
Attack table
Feature | Toggle |
---|---|
Attacks |
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 | 2× 8.33% | 100 | 1000 |
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 | 2× 8.33% | 100 | 1500 |
Normal | 9.41 | 38.33% | 15 | 2s | 22% | 7.5 | 8.33% | 31 | 3s | 46% | 10.33 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 100 | 2000 |
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 | 2× 8.33% | 100 | 2500 |
Excellent | 11.78 | 48% | 18 | 2s | 26.4% | 9 | 25% | 37.2 | 3s | 55.2% | 12.4 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 3000 |
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 | 2× 0% | 100 | 4000 |
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 | 2× 0% | 100 | 5000 |
For the full effects of qualities, see Quality.
- ↑ 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. - ↑ 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.