Zeushammer
| 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]
Zeushammers, like their superior persona variant, deal a high amount of blunt damage per hit, making them worth considering even when ignoring their EMP damage. Blunt damage has the advantage of superior overkill mechanics; if a monosword would cleanly cut off an arm, the zeushammer would smash the arm, then shoulder and even the torso if enough overkill is done. Therefore, when at high quality, and with melee damage factor boosts like the strong melee damage gene,
zeushammers excel at taking out humans and other human-sized targets. A persona zeushammer will still be better, and warhammers can be crafted and are easier to farm for higher quality, but a high quality zeushammer can still demolish humans and slightly stun mechs.
Blunt damage is also good against armored enemies, as enemy Blunt armor is typically much lower than Sharp armor. However the monosword and its persona variant have a huge amount of AP, enough that the difference only matters when fighting the empire's best soldiers.
Due to adaptation, a zeushammer can actually become counterproductive when fighting mechs along with EMP grenades or another source of EMP. The zeushammer's EMP is rather short, but any EMP stun will cause adaptation, so a zeushammer will prevent other sources of EMP from applying their longer stun. The zeushammer retains its niche against turrets, metalhorrors,
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 |
| 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 | 1,000 |
| 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 | 1,500 |
| 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 | 2,000 |
| 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 | 2,500 |
| 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 | 3,000 |
| 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 | 4,000 |
| 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 | 5,000 |
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.
