Editing Zeushammer
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 45: | Line 45: | ||
== Summary == | == Summary == | ||
− | + | The zeushammer is a strong, blunt melee weapon. It completely beats a [[uranium]] [[mace]] of the same [[quality]]. However, it falls short of the [[monosword]]'s sheer damage output and {{AP}}. | |
− | When a zeushammer hits with its head, its | + | When a zeushammer hits with its head, 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. |
+ | |||
+ | Blunt damage in it of itself also has a small chance to stun the target, regardless of their organic status. | ||
== Analysis == | == Analysis == | ||
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. | 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, | + | 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, preventing other sources of EMP from working for a bit. 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 Stats Table}} | {{Weapon Stats Table}} | ||
== Version history == | == Version history == | ||
− | + | [[Royalty DLC]] release - Added. | |
− | |||
{{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]] |