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 1: Line 1:
{{Royalty}}
+
{{Royalty}}{{For|the persona variant of this weapon|Persona zeushammer}}{{infobox main|weapon|
{{For|the persona variant of this weapon|Persona zeushammer}}
 
{{Infobox main|weapon
 
 
| name = Zeushammer
 
| name = Zeushammer
 
| image = Zeushammer.png
 
| image = Zeushammer.png
Line 25: Line 23:
 
| mass base = 1.2
 
| mass base = 1.2
 
| damage type = Blunt
 
| damage type = Blunt
| has quality = True
+
| page verified for version = 1.2.2753  
| page verified for version = 1.2.2753
 
 
| weaponTags = UltratechMelee
 
| weaponTags = UltratechMelee
 
| thingSetMakerTags = RewardStandardMidFreq
 
| thingSetMakerTags = RewardStandardMidFreq
Line 33: Line 30:
  
 
== Acquisition ==
 
== Acquisition ==
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.
+
Zeushammers can be purchased from any combat supplier or war merchant, or obtained as a quest reward, once you have the [[Royalty DLC]] active.
  
They can also be obtained from the following raider types:
+
== Analysis ==
{| class="wikitable sortable"
+
The zeushammer is a strong melee weapon, but falls short of the [[monosword]]'s sheer damage output and armor pentetration. 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 zeushammers only really becomes better against humans with [[marine armor]] and [[cataphract armor]]. Even then, the monosword's raw damage will not be far behind.
! Raider Kind !! Chance !! Average Quality !! Health
 
|-
 
| [[Empire#Champion|Champion]] || ?% || ? || 70-230%
 
|-
 
| [[Empire#Yeoman|Nobles]] (All) || ?% || Excellent || 100%
 
|}
 
 
 
== Summary ==
 
{{For|a full exploration of the effects of EMP damage|EMP}}
 
 
 
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.
 
  
== Analysis ==
+
When a zeushammer hits, its [[EMP]] will stun [[mechanoids]], [[turrets]], and [[mortar]]s, for 4.5s. After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for 2,200 ticks (36.67 secs), regardless of stun length. This makes a zeushammer counterproductive when fighting mechs alongside [[EMP grenades]] or another source of stun. The zeushammer retains its niche against turrets, as well as certain other uses (like breaking [[shield belt]]s and [[low-shield pack]]s).
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.
+
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.
  
{{Weapon Stats Table}}
+
{{Weapon Quality Table|Zeushammer| Melee}}
  
 
== Version history ==
 
== Version history ==
Line 60: Line 45:
 
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.
 
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.
  
{{Nav|weapon|wide}}
+
[[Kind::Weapons| ]]
[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:EMP Weapons]]
+
{{nav|weapon|wide}}
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Hammers]]
+
[[Category:Weapons]]
 +
[[Category:Equipment]]
 +
[[Category:Royalty]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: