Difference between revisions of "Zeushammer"
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== Analysis == | == Analysis == | ||
− | The zeushammer is a strong melee weapon, but falls short of the [[monosword]]'s sheer damage output and | + | The zeushammer is a strong melee weapon, but falls short of the [[monosword]]'s sheer damage output and {{AP}}. 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, so blunt damage only matters when against humans with [[marine armor]] and [[cataphract armor]]. Even then, the monosword's raw damage will not be far behind. |
When a zeushammer hits, its [[EMP]] will stun [[mechanoids]], [[turrets]], and [[mortar]]s 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. Therefore, when using [[EMP grenades]], the zeushammer actually becomes counterproductive for fighting mechs. The zeushammer retains its niche against turrets, as well as certain other uses of EMP (like breaking [[shield belt]]s and [[low-shield pack]]s). | When a zeushammer hits, its [[EMP]] will stun [[mechanoids]], [[turrets]], and [[mortar]]s 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. Therefore, when using [[EMP grenades]], the zeushammer actually becomes counterproductive for fighting mechs. The zeushammer retains its niche against turrets, as well as certain other uses of EMP (like breaking [[shield belt]]s and [[low-shield pack]]s). |
Revision as of 03:38, 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.
Analysis
The zeushammer is a strong melee weapon, but falls short of the monosword's sheer damage output and AP. 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, so blunt damage only matters when against humans with marine armor and cataphract armor. Even then, the monosword's raw damage will not be far behind.
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. Therefore, when using EMP grenades, the zeushammer actually becomes counterproductive for fighting mechs. The zeushammer retains its niche against turrets, as well as certain other uses of EMP (like breaking shield belts and low-shield packs).
Blunt damage in it of itself also has a small chance to stun the target, regardless of their organic status. This is usually too minor and unreliable to count on, however.
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.