![]() ![]() This weapon amplifies the wielder's psychic sensitivity by 20%. This only applies while the weapon is held. This weapon amplifies the wielder's psychic sensitivity by 40%. It can be useful for relics, which will be a legendary weapon of choice. ![]() A weapon that's 1 quality higher will be superior in almost all cases. ![]() This comparison is largely moot, as players rarely have the choice between persona zeushammers or persona monoswords of the same quality. A high quality zeushammer can hit the arm, destroy the shoulder, and destroy the torso in the process. While this means that the high quality monosword can now one-shot the torso, this only makes the overkill mechanics more relevant. These differences are heavily exacerbated by the Strong melee damage gene, which increases the damage/hit of both weapons. As these pawns are unable to be one-shot nearly as easily, the monosword's wins through its superior base DPS. Persona monoswords of the same quality are better against larger pawns like elephants and centipedes. This is due to a combination of overkill mechanics and the ability to one-shot, even if not from torso damage. A masterwork persona zeushammer is better against non- tough humans - regardless of armor - and human-sized pawns like the scyther. But at high quality, the damage spread becomes very important.Ironically, this means that swords are better against centipedes. Monoswords are definitely superior against larger targets, where organ destroying is no longer a factor. This results in roughly similar performance against humans. The zeushammer, while unable to one-shot humans, can take out many body parts in 1 hit. With a normal quality persona monosword / zeushammer, the monosword edges out against most raiders you'll see, but loses against empire cataphracts due to their sharp armor. At normal quality, these factors aren't too noticeable.Therefore, the following comparisons can be made: While blunt damage won't cause bleeding wounds, the zeushammer is likely to destroy body parts that it hits, which will cause bleeding anyway. While the monosword's Cut damage type can spread throughout multiple body parts, it is inferior to the zeushammer as it is less concentrated on any specific part. If a monosword would cleanly stab off a finger, the zeushammer will smash the finger and destroy the arm in the process. It can still destroy large body parts like the head, arms and legs. Note that, due to body part protection mechanics, the zeushammer cannot actually one-shot the torso, the largest body part (usually). A masterwork zeushammer deals just under 45 damage per swing. Zeushammers attack slower, but deal more damage per hit. Unless fighting against the empire's absolute best soldiers, both weapons' AP are so high that armor is not a concern.Įspecially at high qualities, persona zeushammers have 2 key advantages over monoswords: This goes beyond the usual advice of "most expected targets have much less Blunt armor than they do Sharp". The main differences between the monosword and zeushammer are derived from their damage types: Sharp vs. A monosword of the same quality will have a higher raw DPS. The persona monosword is the zeushammer's main competitor for best melee weapon. See the main analysis section for how it is both good and bad. For the sake of comparison, the zeushammer's EMP is completely ignored.The zeushammer retains its niche against turrets, as well as certain other uses of EMP (like breaking shield belts). ![]() All other sources of EMP stun for much longer, and the first stun causes adaptation immediately. Persona zeushammers boast a significantly higher DPS than the non-persona zeushammer or monosword, and can only be used by a single pawn unless they have the Freewielder trait.ĭue to adaptation, using a zeushammer actually becomes counterproductive when fighting mechs along with EMP grenades or another source of EMP. After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for 2,200 ticks (36.67 secs), regardless of stun length. When a zeushammer hits with its head, its EMP will stun mechanoids, turrets, and mortars for 4.5s, regardless of quality. Persona weapons are also superior to their baseline versions in terms of combat. It also has a randomly generated custom name. When bonded, persona weapons have no value, both for trade and for the purposes of raid points.Įach individual persona weapon has a certain combination of traits, listed in #Persona traits. The bond remains broken if the wielder is resurrected, though they can relink with the weapon. Without the Freewielder trait, the wielder must die for the weapon to be held by another. The weapon must be destroyed for a wielder to bond to another persona weapon. Persona weapons form a psychic bond with the first wielder that equips them. ![]()
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