Difference between revisions of "Zeushammer"

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{{Royalty}}{{For|the persona variant of this weapon|Persona zeushammer}}{{infobox main|weapon|
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{{Royalty}}
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{{For|the persona variant of this weapon|Persona zeushammer}}
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{{Infobox main|weapon
 
| name = Zeushammer
 
| name = Zeushammer
 
| image = Zeushammer.png
 
| image = Zeushammer.png
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| mass base = 1.2
 
| mass base = 1.2
 
| damage type = Blunt
 
| damage type = Blunt
| page verified for version = 1.2.2753  
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| has quality = True
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| page verified for version = 1.2.2753
 
| weaponTags = UltratechMelee
 
| weaponTags = UltratechMelee
 
| thingSetMakerTags = RewardStandardMidFreq
 
| thingSetMakerTags = RewardStandardMidFreq
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== Acquisition ==
 
== 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.
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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.
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They can also be obtained from the following raider types:
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{| class="wikitable sortable"
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! Raider Kind !! Chance !! Average Quality !! Health
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|-
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| [[Empire#Champion|Champion]] || ?% || ? || 70-230%
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|-
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| [[Empire#Yeoman|Nobles]] (All) || ?% || Excellent || 100%
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|}
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== Summary ==
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{{For|a full exploration of the effects of EMP damage|EMP}}
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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 ==
 
== Analysis ==
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.
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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.
 
 
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).
 
  
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.
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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.
  
{{Weapon Quality Table|Zeushammer| Melee}}
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{{Weapon Stats Table}}
  
 
== Version history ==
 
== Version history ==
 
[[Royalty DLC]] release - Added.
 
[[Royalty DLC]] release - Added.
  
[[Kind::Weapons| ]]
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{{Nav|weapon|wide}}
{{nav|weapon|wide}}
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:EMP Weapons]]
[[Category:Weapons]]
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[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Hammers]]
[[Category:Equipment]]
 
[[Category:Royalty]]
 

Latest revision as of 05:22, 1 January 2024

Zeushammer

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

Type
EquipmentWeapons
Tech Level
Ultra
Weapon Class
Ultra
Market Value
2000 Silver
Mass
1.2 kg

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
Melee Average DPS
9.95
Melee Average AP
42%
Technical
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]

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 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
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Zeushammer 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 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 8.33% 100 1000 Silver
    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 8.33% 100 1500 Silver
    Normal 9.41 38.33% 15 2s 22% 7.5 8.33% 31 3s 46% 10.33 75% 8.2 2s 12% 4.1 8.33% 100 2000 Silver
    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 8.33% 100 2500 Silver
    Excellent 11.78 48% 18 2s 26.4% 9 25% 37.2 3s 55.2% 12.4 75% 8.2 2s 12% 4.1 0% 100 3000 Silver
    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 0% 100 4000 Silver
    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 0% 100 5000 Silver

    For the full effects of qualities, see Quality.

    1. 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.
    2. 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.