Electroshock Generator
Electroshock Generator is an electronic part. It adds Electricity damage to melee weapons when powered by batteries.
Equipment | Min damage | Max damage | Energy cost |
---|---|---|---|
Sledgehammer | 50% of max | 1.00 x Quality | 3 + 0.125 x Quality |
Spear | 35% of max | 0.75 x Quality | Verify |
Machete | 50% of max | Verify | Verify |
Combat Knife | 50% of max | 0.35 x Quality | 3 + 0.0437 x Quality |
Combat Gloves | 50% of max | 0.25 x Quality | 3 + 0.0312 x Quality |
Electroshock Pistol | Verify | Verify | Verify |
Taser | 5 + 0.142 x Quality | 10 + 0.25 x Quality | 3 + 0.125 x Quality |
Melee electroshock damage inflicted to nearby targets is half of primary damage. Eg. A Shock Sledgehammer with Quality 50 Electroshock Generator inflicts 25-50 Electricity damage to primary target and 12-25 Electricity damage to adjacent secondary targets.
Electroshock Pistol Damage Scaling
(Frame quality) Damage
(15) 9-29
(20) 9-29
(25) 10-30
(30) 10-31
(35) 10-32
(40) 10-32
(45) 11-33
(50) 11-34
(55) 11-34
(60) 11-35
(65) 12-36
(70) 12-37
(75) 12-37
(80) 12-38
(85) 13-39
(90) 13-40
(95) 13-40
(100) 13-41
(105) 14-42
(110) 14-42
(115) 14-43
(120) 14-44
(125) 15-45
(130) 15-45
(135) 15-46
(140) 15-47
(145) 15-47
(150) 16-48
(155) 16-49
(160) 16-50
(165) 16-50
(170) 17-51
(175) 17-52
(180) 17-52
(185) 17-53
Used in
- Blueprint: Energy Pistol
- Blueprint: Taser
- Blueprint: Sledgehammer (optional)
- Blueprint: Combat Gloves (optional)
- Blueprint: Combat Knife (optional)
- Blueprint: Machete E (optional)
- Blueprint: Spear E (optional)
History
- 0.1.12.0: added electroshock pistols
- 0.1.11.0: added craftable tasers
- 0.1.10.0: added electrical knives
- 0.1.9.0: added combat gloves, electroshock weapon crafting now requires energy core
- 0.1.4.0: introduced (shock sledgehammers)
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