Difference between revisions of "Zeushammer"
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| meleeattack2cool = 3.0 | | meleeattack2cool = 3.0 | ||
| meleeattack2ap = 46 | | meleeattack2ap = 46 | ||
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| marketvalue = 2000 | | marketvalue = 2000 | ||
| mass base = 1.2 | | mass base = 1.2 | ||
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{{For|a full exploration of the effects of EMP damage|EMP}} | {{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. 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. | + | 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. |
== Analysis == | == Analysis == | ||
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== Version history == | == Version history == | ||
− | [[Royalty DLC]] release - Added. | + | * [[Royalty DLC]] release - Added. |
+ | * [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality. | ||
{{Nav|weapon|wide}} | {{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]] |
Latest revision as of 07:01, 15 November 2024
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
- Has Quality
- True
- weaponTags
- UltratechMelee
- thingSetMakerTags
- RewardStandardMidFreq
The Zeushammer is a DLC melee weapon that emits an EMP upon hitting a target.
Acquisition[edit]
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[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]
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 can actually become counterproductive when fighting mechs along with EMP grenades or another source of EMP. All other sources of EMP stun for much longer, but the first stun causes adaptation immediately, so it prevents other sources of EMP from applying their longer stun. The zeushammer retains its niche against turrets, as well as certain other uses of EMP (like breaking shield belts). However, the localized nature of the EMP from the zeushammer allows you to retain your shield belts to protect your melee fighters as they engage in melee.
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[edit]
- Royalty DLC release - Added.
- 1.5.4062 - Texture recreated with higher quality.