Difference between revisions of "Zeushammer"
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Due to adaptation, a zeushammer actually becomes counterproductive when fighting mechs along with [[EMP grenades]] or another source of EMP. All other sources of EMP stun for much longer, and the first stun causes adaptation immediately. The zeushammer retains its niche against turrets, as well as certain other uses of EMP (like breaking [[shield belt]]s). | Due to adaptation, a zeushammer actually becomes counterproductive when fighting mechs along with [[EMP grenades]] or another source of EMP. All other sources of EMP stun for much longer, and the first stun causes adaptation immediately. The zeushammer retains its niche against turrets, as well as certain other uses of EMP (like breaking [[shield belt]]s). | ||
− | {{Weapon | + | {{Weapon Stats Table}} |
== Version history == | == Version history == | ||
[[Royalty DLC]] release - Added. | [[Royalty DLC]] release - Added. | ||
− | {{ | + | {{Nav|weapon|wide}} |
[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:EMP Weapons]] | [[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:EMP Weapons]] | ||
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Hammers]] | [[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Hammers]] |
Revision as of 10:56, 25 April 2023
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 cannot be crafted, instead they can only be purchased from Outlander and Empire combat suppliers and faction bases, or received as a quest reward.
They can also be obtained from the following raider types:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Champion | ?% | ? | 70-230% |
Nobles (All) | ?% | Excellent | 100% |
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 with its head, 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 than the monosword against armor, as most enemies have much better Sharp % rating than Blunt. However, the sword will completely ignore even a centipede's Sharp armor. Zeushammers only start to surpass them when against humans with marine armor and cataphract armor. Even then, a monosword's raw damage will not be far behind.
Due to adaptation, a zeushammer actually becomes counterproductive when fighting mechs along with EMP grenades or another source of EMP. All other sources of EMP stun for much longer, and the first stun causes adaptation immediately. The zeushammer retains its niche against turrets, as well as certain other uses of EMP (like breaking shield belts).
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.