Difference between revisions of "Persona zeushammer"
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| mass base = 2 | | mass base = 2 | ||
| damage type = Blunt | | damage type = Blunt | ||
+ | | has quality = True | ||
| weaponTags = Bladelink | | weaponTags = Bladelink | ||
| thingSetMakerTags = WeaponBladelink | | thingSetMakerTags = WeaponBladelink | ||
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== Summary == | == Summary == | ||
− | {{ | + | {{Persona Weapon Summary}} |
− | === | + | === Other === |
− | {{ | + | {{For|a full exploration of the effects of EMP damage|EMP}} |
− | |||
− | + | When a zeushammer hits with its head, its deals 9 [[EMP]] damage in addition to its base damage. No EMP damage is inflicted by the handle attack. Unlike its normal damage, the EMP damage does not scale with [[quality]]. EMP damage does not deal physical damage. Instead, it stuns [[turret]]s, [[mechanoid]]s, and [[mortar]]s for 4.5 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for {{Ticks|2200}}. Immunity is applied on stun, and the duration is not extended by stunning an already adapted mechanoid. EMP also disables [[shield belt]]s, causes [[brain shock]] on humanoids with brain implants, and vomiting on those with certain stomach implants. | |
− | Persona | + | == Analysis == |
+ | Persona zeushammers boast a significantly higher {{DPS}} than the non-persona [[zeushammer]] or [[monosword]], and can only be used by a single pawn unless they have the Freewielder trait. | ||
− | + | Due to adaptation, using 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). | |
− | + | ||
+ | === Compared to persona monoswords === | ||
+ | *'''For the sake of comparison, the zeushammer's EMP is completely ignored. See the main analysis section for how it is both good and bad.''' | ||
+ | The [[persona monosword]] is the zeushammer's main competitor for best melee weapon. A monosword of the same quality will have a higher raw {{DPS}}. However, this is not the entire story. The main differences between the monosword and zeushammer are derived from their damage types: Sharp vs. Blunt. This goes beyond the usual advice of "most expected targets have much less Blunt armor than they do Sharp". Unless fighting against the [[empire]]'s absolute best soldiers, both weapons' {{AP}} are so high that armor is not a concern. | ||
+ | |||
+ | Especially at high qualities, persona zeushammers have 2 key advantages over monoswords: | ||
+ | #One-shot potential. Zeushammers attack slower, but deal more damage per hit. A masterwork zeushammer deals just under 45 damage per swing. Note that, due to body part protection mechanics, the zeushammer cannot actually one-shot the torso, the largest body part (usually). It can still destroy large body parts like the head, arms and legs. | ||
+ | #Overkill mechanics. If a monosword would cleanly stab off a finger, the zeushammer will smash the finger and destroy the arm in the process. While the monosword's ''Cut'' damage type can spread throughout multiple body parts, it is inferior to the zeushammer as it is less concentrated on any specific part. | ||
+ | While blunt damage won't cause bleeding wounds, the zeushammer is likely to destroy body parts that it hits, which will cause bleeding anyway. | ||
+ | |||
+ | Therefore, the following comparisons can be made: | ||
+ | * '''At normal quality''', these factors aren't too noticeable. With a normal quality persona monosword / zeushammer, the monosword edges out against most raiders you'll see, but loses against empire cataphracts due to their sharp armor. The zeushammer, while unable to one-shot humans, can take out many body parts in 1 hit. This results in roughly similar performance against humans. Monoswords are definitely superior against larger targets, where organ destroying is no longer a factor. Ironically, this means that swords are better against centipedes. | ||
− | + | * '''But at high quality''', the damage spread becomes very important. A masterwork persona zeushammer is better against non-[[tough]] humans - regardless of armor - and human-sized pawns like the [[scyther]]. This is due to a combination of overkill mechanics and the ability to one-shot, even if not from torso damage. Persona monoswords of the same quality are better against larger pawns like [[elephant]]s and [[centipede]]s. As these pawns are unable to be one-shot nearly as easily, the monosword's wins through its superior base DPS. | |
− | |||
− | + | These differences are heavily exacerbated by the [[Genes#Strong melee damage|Strong melee ''damage'']] gene{{BiotechIcon}}, which increases the damage/hit of both weapons. While this means that the high quality monosword can now one-shot the torso, this only makes the overkill mechanics more relevant. A high quality zeushammer can hit the arm, destroy the shoulder, and destroy the torso in the process. | |
− | + | This comparison is largely moot, as players rarely have the choice between persona zeushammers or persona monoswords of the same quality. A weapon that's 1 quality higher will be superior in almost all cases. It can be useful for [[relic]]s{{IdeologyIcon}}, which will be a legendary weapon of choice. | |
− | {{Weapon | + | {{Weapon Stats Table}} |
{{Persona traits}} | {{Persona traits}} | ||
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* [[Royalty DLC]] Release - Added as '''Linked zeushammer'''. | * [[Royalty DLC]] Release - Added as '''Linked zeushammer'''. | ||
* [[Version/1.1.2570|1.1.2570]] - Can now be detected as intended. | * [[Version/1.1.2570|1.1.2570]] - Can now be detected as intended. | ||
− | * [[Version/1.1.2647|1.1.2647]] - | + | * [[Version/1.1.2647|1.1.2647]] - Renamed to '''persona zeushammer'''. No longer damages relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required. |
{{Nav|weapon|wide}} | {{Nav|weapon|wide}} | ||
[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:Persona Weapons]] [[Category:EMP Weapons]] | [[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:Persona Weapons]] [[Category:EMP Weapons]] | ||
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Hammers]] | [[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Hammers]] |
Latest revision as of 21:02, 15 February 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Persona zeushammer
A warhammer with an embedded EMP capacitor. Upon impact, it blasts the target with an EMP burst in addition to the physical damage.
This weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.
Base Stats
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Handle
15 dmg (Poke)
22% AP
1.6 seconds cooldown - Melee Attack 2
- Head
31 dmg (Blunt)
46% AP
2.2 seconds cooldown - Melee Average DPS
- 13.40
- Melee Average AP
- 42%
- Has Quality
- True
- weaponTags
- Bladelink
- thingSetMakerTags
- WeaponBladelink
The Persona Zeushammer is a melee weapon added by the Royalty DLC that emits an EMP upon hitting a target. It is the persona weapon variant of the zeushammer.
Acquisition[edit]
Persona zeushammers cannot be crafted. Instead, they can be purchased from any combat supplier or war merchant, at Empire faction bases, or obtained as a quest reward.
They can also be found on the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Imperial Citizen | ? | ? | 100% |
Stellic Warden | ? | Excellent | 100% |
Knight/Dame | ? | Excellent | 100% |
Praetor | ? | Excellent | 100% |
Baron/Baroness | ? | Excellent | 100% |
Count/Countess | ? | Excellent | 100% |
Duke/Duchess | ? | Excellent | 100% |
Consul | ? | Excellent | 100% |
Stellarch | ? | Excellent | 100% |
Summary[edit]
Persona mechanics
Unbonded persona weapons form a psychic bond with the first pawn that wields them. The bonded weapon cannot then be wielded by any pawn except the one bonded to it, though it can still be hauled or carried in any pawns inventory. The exception to this bonding are persona weapons with the Freewielder trait, which do not bond at all. A bonded persona weapon must be destroyed for a wielder to bond to another persona weapon. The wielder must die for a bonded weapon to be wielded by another. The bond remains broken if the wielder is resurrected, though they can rebond with the weapon. When bonded, persona weapons have no value, both for trade and for the purposes of raid points.
Each individual persona weapon has a certain combination of traits, listed in persona traits. It also has a randomly generated custom name.
Persona weapons are also superior to their baseline versions in terms of combat.
Other[edit]
When a zeushammer hits with its head, its deals 9 EMP damage in addition to its base damage. No EMP damage is inflicted by the handle attack. Unlike its normal damage, the EMP damage does not scale with quality. EMP damage does not deal physical damage. Instead, it stuns turrets, mechanoids, and mortars for 4.5 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for 2,200 ticks (36.67 secs). Immunity is applied on stun, and the duration is not extended by stunning an already adapted mechanoid. EMP also disables shield belts, causes brain shock on humanoids with brain implants, and vomiting on those with certain stomach implants.
Analysis[edit]
Persona zeushammers boast a significantly higher DPS than the non-persona zeushammer or monosword, and can only be used by a single pawn unless they have the Freewielder trait.
Due to adaptation, using 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).
Compared to persona monoswords[edit]
- For the sake of comparison, the zeushammer's EMP is completely ignored. See the main analysis section for how it is both good and bad.
The persona monosword is the zeushammer's main competitor for best melee weapon. A monosword of the same quality will have a higher raw DPS. However, this is not the entire story. The main differences between the monosword and zeushammer are derived from their damage types: Sharp vs. Blunt. This goes beyond the usual advice of "most expected targets have much less Blunt armor than they do Sharp". Unless fighting against the empire's absolute best soldiers, both weapons' AP are so high that armor is not a concern.
Especially at high qualities, persona zeushammers have 2 key advantages over monoswords:
- One-shot potential. Zeushammers attack slower, but deal more damage per hit. A masterwork zeushammer deals just under 45 damage per swing. Note that, due to body part protection mechanics, the zeushammer cannot actually one-shot the torso, the largest body part (usually). It can still destroy large body parts like the head, arms and legs.
- Overkill mechanics. If a monosword would cleanly stab off a finger, the zeushammer will smash the finger and destroy the arm in the process. While the monosword's Cut damage type can spread throughout multiple body parts, it is inferior to the zeushammer as it is less concentrated on any specific part.
While blunt damage won't cause bleeding wounds, the zeushammer is likely to destroy body parts that it hits, which will cause bleeding anyway.
Therefore, the following comparisons can be made:
- At normal quality, these factors aren't too noticeable. With a normal quality persona monosword / zeushammer, the monosword edges out against most raiders you'll see, but loses against empire cataphracts due to their sharp armor. The zeushammer, while unable to one-shot humans, can take out many body parts in 1 hit. This results in roughly similar performance against humans. Monoswords are definitely superior against larger targets, where organ destroying is no longer a factor. Ironically, this means that swords are better against centipedes.
- But at high quality, the damage spread becomes very important. A masterwork persona zeushammer is better against non-tough humans - regardless of armor - and human-sized pawns like the scyther. This is due to a combination of overkill mechanics and the ability to one-shot, even if not from torso damage. Persona monoswords of the same quality are better against larger pawns like elephants and centipedes. As these pawns are unable to be one-shot nearly as easily, the monosword's wins through its superior base DPS.
These differences are heavily exacerbated by the Strong melee damage gene, which increases the damage/hit of both weapons. While this means that the high quality monosword can now one-shot the torso, this only makes the overkill mechanics more relevant. A high quality zeushammer can hit the arm, destroy the shoulder, and destroy the torso in the process.
This comparison is largely moot, as players rarely have the choice between persona zeushammers or persona monoswords of the same quality. A weapon that's 1 quality higher will be superior in almost all cases. It can be useful for relics, which will be a legendary weapon of choice.
Attack table
Feature | Toggle |
---|---|
Attacks | ![]() ![]() |
![]() | Handle (Poke) | Head (Blunt) | Human: Left & rigth 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 | 9.91 | 31.07% | 12 | 1.6s | 17.6% | 7.5 | 8.33% | 24.8 | 2.2s | 36.8% | 11.27 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 100 | 1500 ![]() |
Poor | 11.06 | 34.7% | 13.5 | 1.6s | 19.8% | 8.44 | 8.33% | 27.9 | 2.2s | 41.4% | 12.68 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 8.33% | 100 | 2250 ![]() |
Normal | 13.17 | 40% | 15 | 1.6s | 22% | 9.38 | 25% | 31 | 2.2s | 46% | 14.09 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 3000 ![]() |
Good | 14.49 | 44% | 16.5 | 1.6s | 24.2% | 10.31 | 25% | 34.1 | 2.2s | 50.6% | 15.5 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 3500 ![]() |
Excellent | 15.8 | 48% | 18 | 1.6s | 26.4% | 11.25 | 25% | 37.2 | 2.2s | 55.2% | 16.91 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 4000 ![]() |
Masterwork | 19.1 | 58% | 21.75 | 1.6s | 31.9% | 13.59 | 25% | 44.95 | 2.2s | 66.7% | 20.43 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 5000 ![]() |
Legendary | 21.73 | 66% | 24.75 | 1.6s | 36.3% | 15.47 | 25% | 51.15 | 2.2s | 75.9% | 23.25 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 6000 ![]() |
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
Persona traits[edit]
Persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon's market value, so a weapon with a negative trait will be cheaper. The traits are:
Trait name | Description | Effects | Value | Exclusivity | Commonality |
---|---|---|---|---|---|
Psychic hypersensitizer | This weapon amplifies the wielder's psychic sensitivity by 40%. This only applies while the weapon is held. |
|
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Other Psychic Sensitivity Modifiers | 0.75 |
Psychic sensitizer | This weapon amplifies the wielder's psychic sensitivity by 20%. This only applies while the weapon is held. |
|
![]() |
Other Psychic Sensitivity Modifiers | 0.75 |
Psychic quiet | This weapon suppresses the wielder's psychic sensitivity by 15%. This only applies while the weapon is held. |
|
![]() |
Other Psychic Sensitivity Modifiers | 0.75 |
Psychic fog | This weapon suppresses the wielder's psychic sensitivity by 30%. This only applies while the weapon is held. |
|
![]() |
Other Psychic Sensitivity Modifiers | 0.75 |
Kind thoughts | This weapon's persona is kind and supportive. It whispers kind thoughts to whoever it is bonded with, increasing their mood. |
|
![]() |
Other Bonded Thought Traits Freewielder |
1 |
Calm thoughts | This weapon's persona is relaxed and steady. It whispers calming thoughts to whoever it is bonded with, increasing their mood. |
|
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Other Bonded Thought Traits Freewielder |
1 |
Mad muttering | This weapon's persona is neurotic and unstable. It mutters mad thoughts to whoever it is bonded with, reducing their mood. |
|
![]() |
Other Bonded Thought Traits Freewielder |
1 |
Mad wailing | This weapon's persona is highly disturbed and won't shut up about it. It wails mad notions to whoever it is bonded with, suppressing their mood. |
|
![]() |
Other Bonded Thought Traits Freewielder |
1 |
Kill-focused | This weapon's persona focuses on deaths. If the weapon kills someone, the wielder will instantly gain 20% psyfocus. |
|
![]() |
Kill Thought Traits | 1 |
Kill-happy | This weapon's persona loves to kill. If this weapon kills someone, its joy will transmit psychically to the wielder, making them happier for a few days. | ![]() |
Other Kill Thought Traits | 1 | |
Kill-sorrow | This weapon's persona hates killing. If this weapon kills someone, its sorrow will transmit psychically to the wielder, reducing their mood for a few days. | ![]() |
Other Kill Thought Traits | 1 | |
Kill thirst | This weapon's persona find purpose in bloodshed. If it does not kill for 20 days, it will become angry and psychically complain to whoever is bonded to it. |
|
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Kill Thought Traits Traits Freewielder |
1 |
Psy-meditative | This weapon's persona is naturally meditative and helps its wielder focus in psychic meditation. The wielder gains an extra 10% psyfocus per day of meditation, as long as the weapon is held. |
|
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None | 1 |
Painless | This weapon's persona has some method of psychically disabling pain. The one holding the weapon will feel no pain of any kind. | Psychic Painlessness: Pain is disabled by the psychic influence of a wielded weapon.
|
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None | 1 |
Fast mover | This weapon's persona has a sense of motion. It confers this onto the wielder, making them move 15% faster as long as the weapon is held. | Psychic Speed: Movement is sped up by the psychic influence of a wielded weapon.
|
![]() |
None | 1 |
Hunger pangs | This weapon's persona loves food, and transmits that onto whoever bonds with it. The bonded person's hunger rate will be 50% higher. | Psychic Hunger: Hunger is increased by the psychic influence of a bonded weapon.
|
![]() |
None | 1 |
Neural cooling | This weapon's persona has the ability to help dissipate the wielder's neural heat. The wielder's neural heat dissipation is improved by 0.15 per second. | Assisted neural cooling: Neural heat dissipation is improved by the psychic influence of a bonded weapon.
|
![]() |
None | 1 |
Freewielder | This weapon's persona does not form bonds in the normal way. Anyone can pick it up and use it. |
|
![]() |
1 | |
Jealous | This weapon's persona becomes angry when the bonded individual uses another weapon, thus reducing their mood. |
|
![]() |
Freewielder | 1 |
Version history[edit]
- Royalty DLC Release - Added as Linked zeushammer.
- 1.1.2570 - Can now be detected as intended.
- 1.1.2647 - Renamed to persona zeushammer. No longer damages relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.