Difference between revisions of "Persona zeushammer"
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As a zeushammer deals Blunt damage, it can be better than the [[persona monosword]] when considering armor. Most enemies have much better Sharp % rating than Blunt. But even a regular [[monosword]] has enough {{AP}} to ''completely'' ignore a [[centipede]]'s armor, with the persona monosword also bypassing [[recon armor]] and poor [[marine armor]]. Overall, a regular persona monosword beats the blunt weapon in raw DPS up to marine armor, only starting to fall off against cataphract. Masterwork and legendary monoswords have so much {{AP}} that they completely outclass the zeushammer in raw DPS. | As a zeushammer deals Blunt damage, it can be better than the [[persona monosword]] when considering armor. Most enemies have much better Sharp % rating than Blunt. But even a regular [[monosword]] has enough {{AP}} to ''completely'' ignore a [[centipede]]'s armor, with the persona monosword also bypassing [[recon armor]] and poor [[marine armor]]. Overall, a regular persona monosword beats the blunt weapon in raw DPS up to marine armor, only starting to fall off against cataphract. Masterwork and legendary monoswords have so much {{AP}} that they completely outclass the zeushammer in raw DPS. | ||
− | However, the "overkill" mechanics of Blunt damage mean that, if a persona monosword cleanly cuts off a limb, a persona zeushammer would destroy the limb and almost certainly deal damage to the parent body part. This makes the blunt weapon roughly equal or better when fighting humanlike enemies. The sharp weapon is better against any high HP enemies, like centipedes. | + | However, the "overkill" mechanics of Blunt damage mean that, if a persona monosword cleanly cuts off a limb, a persona zeushammer would destroy the limb and almost certainly deal damage to the parent body part. This makes the blunt weapon roughly equal or better when fighting humanlike enemies. The sharp weapon is better against any high HP enemies, like centipedes. With this mechanic in mind, zeushammers become even stronger when used with the [[Genes#Strong melee|Strong melee gene]].{{BiotechIcon}} |
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). | 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). |
Revision as of 03:06, 27 January 2023
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%
- 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
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
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Persona mechanics
Persona weapons form a psychic bond with the first wielder that equips them. The weapon must be destroyed for a wielder to bond to another persona weapon. Without the Freewielder trait, the wielder must die for the weapon to be held by another. The bond remains broken if the wielder is resurrected, though they can relink 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
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.
Analysis
Persona zeushammers boast a significantly higher DPS than the base zeushammer or monosword, and can only be used by a single pawn unless they have the Freewielder trait.
As a zeushammer deals Blunt damage, it can be better than the persona monosword when considering armor. Most enemies have much better Sharp % rating than Blunt. But even a regular monosword has enough AP to completely ignore a centipede's armor, with the persona monosword also bypassing recon armor and poor marine armor. Overall, a regular persona monosword beats the blunt weapon in raw DPS up to marine armor, only starting to fall off against cataphract. Masterwork and legendary monoswords have so much AP that they completely outclass the zeushammer in raw DPS.
However, the "overkill" mechanics of Blunt damage mean that, if a persona monosword cleanly cuts off a limb, a persona zeushammer would destroy the limb and almost certainly deal damage to the parent body part. This makes the blunt weapon roughly equal or better when fighting humanlike enemies. The sharp weapon is better against any high HP enemies, like centipedes. With this mechanic in mind, zeushammers become even stronger when used with the Strong melee gene.
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).
Attack table
Feature | Toggle |
---|---|
Attacks |
Persona zeushammer | 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
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. |
|
0 | 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. |
|
0 | 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. |
|
0 | 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. |
|
0 | 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. |
|
+500 | 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. |
|
+300 | 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. |
|
-500 | 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. |
|
-1000 | 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. |
|
+500 | 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. | +500 | 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. | -500 | 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. |
|
-700 | 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. |
|
+500 | 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.
|
+400 | 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.
|
+600 | 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.
|
-600 | 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.
|
+500 | None | 1 |
Freewielder | This weapon's persona does not form bonds in the normal way. Anyone can pick it up and use it. |
|
0 | 1 | |
Jealous | This weapon's persona becomes angry when the bonded individual uses another weapon, thus reducing their mood. |
|
-600 | Freewielder | 1 |
Version history
- Royalty DLC Release - Added as Linked zeushammer.
- 1.1.2570 - Can now be detected as intended.
- 1.1.2647 - Linked zeushammers no longer damaged relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.