Difference between revisions of "Zeushammer"

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{{Royalty}}{{Stub}}{{For|the persona variant of this weapon|Persona zeushammer}}{{infobox main|weapon|
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{{Royalty}}
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{{For|the persona variant of this weapon|Persona zeushammer}}
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{{Infobox main|weapon
 
| name = Zeushammer
 
| name = Zeushammer
| image = Zeushammer.png|Zeushammer
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| image = Zeushammer.png
 
| type = Equipment
 
| type = Equipment
 
| type2 = Weapons
 
| type2 = Weapons
| description = "A warhammer with an embedded EMP capacitor. Upon impact, it blasts the target with an EMP burst in addition to the physical damage."
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| description = A warhammer with an embedded EMP capacitor. Upon impact, it blasts the target with an EMP burst in addition to the physical damage.
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| tech level = Ultra
 
| class = Ultra
 
| class = Ultra
 
| mode = Melee
 
| mode = Melee
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| meleeattack2cool = 3.0
 
| meleeattack2cool = 3.0
 
| meleeattack2ap = 46
 
| meleeattack2ap = 46
| MeleeWeaponAverageDPS = 9.95
 
| MeleeWeaponAverageAP = 42
 
 
| marketvalue = 2000
 
| marketvalue = 2000
 
| mass base = 1.2
 
| mass base = 1.2
 
| damage type = Blunt
 
| damage type = Blunt
| page verified for version = 1.2.2753  
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| has quality = True
 +
| page verified for version = 1.2.2753
 
| weaponTags = UltratechMelee
 
| weaponTags = UltratechMelee
 
| thingSetMakerTags = RewardStandardMidFreq
 
| thingSetMakerTags = RewardStandardMidFreq
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The '''Zeushammer''' is a DLC [[Weapons#Melee Weapons|melee weapon]] that emits an [[EMP]] upon hitting a target.
 
The '''Zeushammer''' is a DLC [[Weapons#Melee Weapons|melee weapon]] that emits an [[EMP]] upon hitting a target.
  
==Obtaining==
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== 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.
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Zeushammers cannot be crafted, instead they can only be [[trade|purchased]] from [[Outlander]] and [[Empire]] combat suppliers and [[faction base]]s, or received as a quest reward.
  
== Usage ==
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They can also be obtained from the following raider types:
 +
{| class="wikitable sortable"
 +
! Raider Kind !! Chance !! Average Quality !! Health
 +
|-
 +
| [[Empire#Champion|Champion]] || ?% || ? || 70-230%
 +
|-
 +
| [[Empire#Yeoman|Nobles]] (All) || ?% || Excellent || 100%
 +
|}
  
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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== Summary ==
 +
{{For|a full exploration of the effects of EMP damage|EMP}}
  
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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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.
  
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.
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== Analysis ==
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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 belt]]s). 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.
  
{{Weapon Quality Table|Zeushammer| Melee}}
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{{Weapon Stats Table}}
  
 
== Version history ==
 
== Version history ==
Added in the [[Royalty DLC]] release.
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* [[Royalty DLC]] release - Added.
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* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.
  
[[Kind::Weapons| ]]
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{{Nav|weapon|wide}}
{{nav|weapon|wide}}
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:EMP Weapons]]
[[Category:Weapons]]
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[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Hammers]]
[[Category:Equipment]]
 
[[Category:Royalty]]
 

Latest revision as of 07:01, 15 November 2024

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
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
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[edit]