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		<id>https://drl.chaosforge.org/w/index.php?action=history&amp;feed=atom&amp;title=Strategy%3AJackhammer</id>
		<title>Strategy:Jackhammer - Revision history</title>
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		<updated>2026-04-28T06:50:09Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=3722&amp;oldid=prev</id>
		<title>Omega Tyrant at 07:44, 7 January 2025</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=3722&amp;oldid=prev"/>
				<updated>2025-01-07T07:44:09Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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			&lt;tr style='vertical-align: top;'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 07:44, 7 January 2025&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The main implication of the increased clip size is that now with [[Strategy:Triggerhappy|Triggerhappy 2]], you will get a full second 5-shot salvo before having to reload, instead of the awkward 5 and then 4 shots. As for modding if you're a Technician, a [[Technical mod]] would be most ideal for increasing DPS even farther and letting you empty its clip faster, but a [[Power mod]] would also help DPS to a lesser degree and buff the ammo efficiency of it. A [[Bulk mod]] would increase its clip to 13 shots, but if you're using this weapon's rapid-firing mode, you are probably a Shotgun build with [[Strategy:Reloader|Reloader]] + [[Strategy:Shottyman|Shottyman]], and regardless will have a [[Shell box]] equipped, so getting an extra full shot in before reloading isn't as helpful as making the Jackhammer fire faster or stronger. Using a [[Nano mod]] to give it regenerating ammo isn't terrible either, as you'll then be able to fire off this weapon without worrying about its ammo-hungry nature, and it often does what you need to do in a single clip, though losing the ability to instantly reload it will hurt against bosses and big fights where you'll immediately need the clip fully reloaded, while the Nano mod will also likely be more effective used elsewhere (such as making [[Nano-shrapnel]] on another shotgun). Despite this weapon firing three shots, it is not compatible with a [[Firestorm mod]], as the mod cannot be applied to shotguns regardless of if they meet the rapid-fire criteria. So no potential 7-shot shotgun with Triggerhappy unfortunately.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The main implication of the increased clip size is that now with [[Strategy:Triggerhappy|Triggerhappy 2]], you will get a full second 5-shot salvo before having to reload, instead of the awkward 5 and then 4 shots. As for modding if you're a Technician, a [[Technical mod]] would be most ideal for increasing DPS even farther and letting you empty its clip faster, but a [[Power mod]] would also help DPS to a lesser degree and buff the ammo efficiency of it. A [[Bulk mod]] would increase its clip to 13 shots, but if you're using this weapon's rapid-firing mode, you are probably a Shotgun build with [[Strategy:Reloader|Reloader]] + [[Strategy:Shottyman|Shottyman]], and regardless will have a [[Shell box]] equipped, so getting an extra full shot in before reloading isn't as helpful as making the Jackhammer fire faster or stronger. Using a [[Nano mod]] to give it regenerating ammo isn't terrible either, as you'll then be able to fire off this weapon without worrying about its ammo-hungry nature, and it often does what you need to do in a single clip, though losing the ability to instantly reload it will hurt against bosses and big fights where you'll immediately need the clip fully reloaded, while the Nano mod will also likely be more effective used elsewhere (such as making [[Nano-shrapnel]] on another shotgun). Despite this weapon firing three shots, it is not compatible with a [[Firestorm mod]], as the mod cannot be applied to shotguns regardless of if they meet the rapid-fire criteria. So no potential 7-shot shotgun with Triggerhappy unfortunately.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For one last note, as you're able to apply a basic assembly, the Jackhammer can be used for the [[Plasmatic shrapnel]] assembly, where it's the best shotgun for it bar none. In its single fire mode, it clears the Combat and Assault shotguns as a corpse disposal tool, as you got a clip nearly twice the size while the weapon hits slightly harder. In its rapid-firing mode, since its plasma damage will now have armor be halved with each shot instead of doubled, it'll be dealing a lot more damage to high armor enemies, and as a bonus, the extra damage won't increase knockback (since knockback calculation occurs with damage before armor is factored), so successive shots won't be weakened either from extra knockback. To revisit those earlier calculations, at point blank against a 2 armor enemy pinned against a wall, the Plasmatic Jackhammer will deal 42.8 per fire on average and 128 with the full clip, while from a distance of five tiles, those numbers are 33.8 and 101.2 respectively. An unfortunate side effect is the Plasmatic Jackhammer will absolutely destroy walls, so unless it is a tough walls [[event]] or you're in a special level with indestructible walls, you'll need enemies pinned against the edge of the map to get these damage numbers. Fortunately however, as mentioned before with the extra damage per shot not increasing knockback, the Plasmatic Jackhammer is a lot more damage efficient in the open; in the complete open with no obstacles to block the knockback, at point blank a full Plasmatic Jackhammer fire will deal 38.25 damage per fire against 2 armor enemies, whereas normally it would deal 30.6 damage, while if you empty the whole three shots in that scenario before neither you or the enemy move closer, the Plasmatic Jackhammer will dish out 90 damage total before having to reload, still well more than enough to kill any normal enemy. Comparatively, the normal Jackhammer's full three shots would deal 72 damage, which is just barely enough to finish an Archvile and so would often fail with slightly bad luck on damage rolls or if you didn't start firing at exactly point blank. Then even if you start firing from five tiles away in this scenario, the Plasmatic Jackhammer would end up dealing 75 damage on average, still potentially wiping out an Archvile (between this and the corpse disposal, this is one of the most ideal weapons possible for [[The Mortuary]] and [[Limbo]]). The Plasmatic Jackhammer is also still able to take one more mod on top of the assembly as long as you have Whizkid 2, so there's no real downside to turning it plasmatic. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:21, 29 July 2024 (UTC)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For one last note, as you're able to apply a basic assembly, the Jackhammer can be used for the [[Plasmatic shrapnel]] assembly, where it's the best shotgun for it bar none. In its single fire mode, it clears the Combat and Assault shotguns as a corpse disposal tool, as you got a clip nearly twice the size while the weapon hits slightly harder. In its rapid-firing mode, since its plasma damage will now have armor be halved with each shot instead of doubled, it'll be dealing a lot more damage to high armor enemies, and as a bonus, the extra damage won't increase knockback (since knockback calculation occurs with damage before armor is factored), so successive shots won't be weakened either from extra knockback. To revisit those earlier calculations, at point blank against a 2 armor enemy pinned against a wall, the Plasmatic Jackhammer will deal 42.8 per fire on average and 128 with the full clip, while from a distance of five tiles, those numbers are 33.8 and 101.2 respectively. An unfortunate side effect is the Plasmatic Jackhammer will absolutely destroy walls, so unless it is a tough walls [[event]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, you're in a [[cave]] or another level type with indestructible walls, &lt;/ins&gt;or you're in a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;special level&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;with indestructible walls, you'll need enemies pinned against the edge of the map to get these damage numbers. Fortunately however, as mentioned before with the extra damage per shot not increasing knockback, the Plasmatic Jackhammer is a lot more damage efficient in the open; in the complete open with no obstacles to block the knockback, at point blank a full Plasmatic Jackhammer fire will deal 38.25 damage per fire against 2 armor enemies, whereas normally it would deal 30.6 damage, while if you empty the whole three shots in that scenario before neither you or the enemy move closer, the Plasmatic Jackhammer will dish out 90 damage total before having to reload, still well more than enough to kill any normal enemy. Comparatively, the normal Jackhammer's full three shots would deal 72 damage, which is just barely enough to finish an Archvile and so would often fail with slightly bad luck on damage rolls or if you didn't start firing at exactly point blank. Then even if you start firing from five tiles away in this scenario, the Plasmatic Jackhammer would end up dealing 75 damage on average, still potentially wiping out an Archvile (between this and the corpse disposal, this is one of the most ideal weapons possible for [[The Mortuary]] and [[Limbo]]). The Plasmatic Jackhammer is also still able to take one more mod on top of the assembly as long as you have Whizkid 2, so there's no real downside to turning it plasmatic. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:21, 29 July 2024 (UTC)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=3568&amp;oldid=prev</id>
		<title>Omega Tyrant: Took a look at the source code and it appears the Firestorm cannot be applied to shotguns at all, so I'm going to remove the strategy bits about applying a Firestorm mod until I can confirm otherwise.</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=3568&amp;oldid=prev"/>
				<updated>2024-08-02T22:54:19Z</updated>
		
		<summary type="html">&lt;p&gt;Took a look at the source code and it appears the Firestorm cannot be applied to shotguns at all, so I&amp;#039;m going to remove the strategy bits about applying a Firestorm mod until I can confirm otherwise.&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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			&lt;tr style='vertical-align: top;'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 22:54, 2 August 2024&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;0.9.9.8 gives this puppy some love. Now it can be switched over to single shot mode, thus becoming a sort of a better tactical shotgun, and it gets an extra shell in the clip for a total of 10. And finally, there is now a possibility to mod uniques by a technician, and Jackhammer is now allowed to be modded once by them. Probably the main stats were also altered, would need a double check. [[User:Ih8regin|Ih8regin]] ([[User talk:Ih8regin|talk]])&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;0.9.9.8 gives this puppy some love. Now it can be switched over to single shot mode, thus becoming a sort of a better tactical shotgun, and it gets an extra shell in the clip for a total of 10. And finally, there is now a possibility to mod uniques by a technician, and Jackhammer is now allowed to be modded once by them. Probably the main stats were also altered, would need a double check. [[User:Ih8regin|Ih8regin]] ([[User talk:Ih8regin|talk]])&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The main implication of the increased clip size is that now with [[Strategy:Triggerhappy|Triggerhappy 2]], you will get a full second 5-shot salvo before having to reload, instead of the awkward 5 and then 4 shots. As for modding if you're a Technician, a [[Technical mod]] would be most ideal for increasing DPS even farther and letting you empty its clip faster, but a [[Power mod]] would also help DPS to a lesser degree and buff the ammo efficiency of it. A [[Bulk mod]] would increase its clip to 13 shots, but if you're using this weapon's rapid-firing mode, you are probably a Shotgun build with [[Strategy:Reloader|Reloader]] + [[Strategy:Shottyman|Shottyman]], and regardless will have a [[Shell box]] equipped, so getting an extra full shot in before reloading isn't as helpful as making the Jackhammer fire faster or stronger. Using a [[Nano mod]] to give it regenerating ammo isn't terrible either, as you'll then be able to fire off this weapon without worrying about its ammo-hungry nature, and it often does what you need to do in a single clip, though losing the ability to instantly reload it will hurt against bosses and big fights where you'll immediately need the clip fully reloaded, while the Nano mod will also likely be more effective used elsewhere (such as making [[Nano-shrapnel]] on another shotgun). &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Since &lt;/del&gt;this weapon &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fires &lt;/del&gt;three shots, it is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;also &lt;/del&gt;compatible with a [[Firestorm mod]], &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;which will allow &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ability &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;get &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;five&lt;/del&gt;-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;shot salvo without getting Triggerhappy (which as Fireangel, you can't get anyway as you're blocked [[Strategy:Son of a Bitch|Son of a Bitch]]). A Firestorm mod + Triggerhappy 2 will have your Jackhammer &lt;/del&gt;fire &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;off a monstrous 7 shots, resulting in absurd damage in a single fire against enemies pinned up to a wall and bosses immune to knockback; at point blank, that single fire of seven shots will deal 119&lt;/del&gt;.7 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;damage on average when accounting for the requisite SoB 2 needed for Triggerhappy, 139.7 if you maxed out all five levels of SoB too, then those values would become 93.1 and 113.1 respectively against 2 armor enemies, while at a distance of five tiles away, it will deal 73.5 with SoB 2 and 89.3 with SoB 5 against 2 armor enemies. Of course with that combo, you would only have 3 shells left in your clip after firing, so you won't be able to get consecutive full shots off, and its ammo efficiency would be horrible out in the open, but it can function as a &amp;quot;super duper shotgun&amp;quot; that completely obliterates all normal enemies pinned against a wall in a single fire, while you still have the option to fire off a second &lt;/del&gt;shot &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of three shells before reloading if needed. Unfortunately Fireangel again blocks SoB, so you'll need to play another build or masterless Technician Shotgun build to potentially benefit from this rare combo that allow Technicians to outstrip the &lt;/del&gt;shotgun &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;DPS of Shottyheads&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The main implication of the increased clip size is that now with [[Strategy:Triggerhappy|Triggerhappy 2]], you will get a full second 5-shot salvo before having to reload, instead of the awkward 5 and then 4 shots. As for modding if you're a Technician, a [[Technical mod]] would be most ideal for increasing DPS even farther and letting you empty its clip faster, but a [[Power mod]] would also help DPS to a lesser degree and buff the ammo efficiency of it. A [[Bulk mod]] would increase its clip to 13 shots, but if you're using this weapon's rapid-firing mode, you are probably a Shotgun build with [[Strategy:Reloader|Reloader]] + [[Strategy:Shottyman|Shottyman]], and regardless will have a [[Shell box]] equipped, so getting an extra full shot in before reloading isn't as helpful as making the Jackhammer fire faster or stronger. Using a [[Nano mod]] to give it regenerating ammo isn't terrible either, as you'll then be able to fire off this weapon without worrying about its ammo-hungry nature, and it often does what you need to do in a single clip, though losing the ability to instantly reload it will hurt against bosses and big fights where you'll immediately need the clip fully reloaded, while the Nano mod will also likely be more effective used elsewhere (such as making [[Nano-shrapnel]] on another shotgun). &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Despite &lt;/ins&gt;this weapon &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;firing &lt;/ins&gt;three shots, it is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;not &lt;/ins&gt;compatible with a [[Firestorm mod]], &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;as &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;mod cannot be applied &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;shotguns regardless of if they meet &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rapid&lt;/ins&gt;-fire &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;criteria&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;So no potential &lt;/ins&gt;7&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;-&lt;/ins&gt;shot shotgun &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;with Triggerhappy unfortunately&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For one last note, as you're able to apply a basic assembly, the Jackhammer can be used for the [[Plasmatic shrapnel]] assembly, where it's the best shotgun for it bar none. In its single fire mode, it clears the Combat and Assault shotguns as a corpse disposal tool, as you got a clip nearly twice the size while the weapon hits slightly harder. In its rapid-firing mode, since its plasma damage will now have armor be halved with each shot instead of doubled, it'll be dealing a lot more damage to high armor enemies, and as a bonus, the extra damage won't increase knockback (since knockback calculation occurs with damage before armor is factored), so successive shots won't be weakened either from extra knockback. To revisit those earlier calculations, at point blank against a 2 armor enemy pinned against a wall, the Plasmatic Jackhammer will deal 42.8 per fire on average and 128 with the full clip, while from a distance of five tiles, those numbers are 33.8 and 101.2 respectively. An unfortunate side effect is the Plasmatic Jackhammer will absolutely destroy walls, so unless it is a tough walls [[event]] or you're in a special level with indestructible walls, you'll need enemies pinned against the edge of the map to get these damage numbers. Fortunately however, as mentioned before with the extra damage per shot not increasing knockback, the Plasmatic Jackhammer is a lot more damage efficient in the open; in the complete open with no obstacles to block the knockback, at point blank a full Plasmatic Jackhammer fire will deal 38.25 damage per fire against 2 armor enemies, whereas normally it would deal 30.6 damage, while if you empty the whole three shots in that scenario before neither you or the enemy move closer, the Plasmatic Jackhammer will dish out 90 damage total before having to reload, still well more than enough to kill any normal enemy. Comparatively, the normal Jackhammer's full three shots would deal 72 damage, which is just barely enough to finish an Archvile and so would often fail with slightly bad luck on damage rolls or if you didn't start firing at exactly point blank. Then even if you start firing from five tiles away in this scenario, the Plasmatic Jackhammer would end up dealing 75 damage on average, still potentially wiping out an Archvile (between this and the corpse disposal, this is one of the most ideal weapons possible for [[The Mortuary]] and [[Limbo]]). The Plasmatic Jackhammer is also still able to take one more mod on top of the assembly as long as you have Whizkid 2, so there's no real downside to turning it plasmatic &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(I would do the damage calcs for a F-modded Plasmatic Jackhammer with Triggerhappy 2 and SoB5, but you get the picture by now)&lt;/del&gt;. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:21, 29 July 2024 (UTC)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For one last note, as you're able to apply a basic assembly, the Jackhammer can be used for the [[Plasmatic shrapnel]] assembly, where it's the best shotgun for it bar none. In its single fire mode, it clears the Combat and Assault shotguns as a corpse disposal tool, as you got a clip nearly twice the size while the weapon hits slightly harder. In its rapid-firing mode, since its plasma damage will now have armor be halved with each shot instead of doubled, it'll be dealing a lot more damage to high armor enemies, and as a bonus, the extra damage won't increase knockback (since knockback calculation occurs with damage before armor is factored), so successive shots won't be weakened either from extra knockback. To revisit those earlier calculations, at point blank against a 2 armor enemy pinned against a wall, the Plasmatic Jackhammer will deal 42.8 per fire on average and 128 with the full clip, while from a distance of five tiles, those numbers are 33.8 and 101.2 respectively. An unfortunate side effect is the Plasmatic Jackhammer will absolutely destroy walls, so unless it is a tough walls [[event]] or you're in a special level with indestructible walls, you'll need enemies pinned against the edge of the map to get these damage numbers. Fortunately however, as mentioned before with the extra damage per shot not increasing knockback, the Plasmatic Jackhammer is a lot more damage efficient in the open; in the complete open with no obstacles to block the knockback, at point blank a full Plasmatic Jackhammer fire will deal 38.25 damage per fire against 2 armor enemies, whereas normally it would deal 30.6 damage, while if you empty the whole three shots in that scenario before neither you or the enemy move closer, the Plasmatic Jackhammer will dish out 90 damage total before having to reload, still well more than enough to kill any normal enemy. Comparatively, the normal Jackhammer's full three shots would deal 72 damage, which is just barely enough to finish an Archvile and so would often fail with slightly bad luck on damage rolls or if you didn't start firing at exactly point blank. Then even if you start firing from five tiles away in this scenario, the Plasmatic Jackhammer would end up dealing 75 damage on average, still potentially wiping out an Archvile (between this and the corpse disposal, this is one of the most ideal weapons possible for [[The Mortuary]] and [[Limbo]]). The Plasmatic Jackhammer is also still able to take one more mod on top of the assembly as long as you have Whizkid 2, so there's no real downside to turning it plasmatic. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:21, 29 July 2024 (UTC)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=3543&amp;oldid=prev</id>
		<title>Omega Tyrant at 15:36, 29 July 2024</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=3543&amp;oldid=prev"/>
				<updated>2024-07-29T15:36:50Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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			&lt;tr style='vertical-align: top;'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 15:36, 29 July 2024&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;0.9.9.8 gives this puppy some love. Now it can be switched over to single shot mode, thus becoming a sort of a better tactical shotgun, and it gets an extra shell in the clip for a total of 10. And finally, there is now a possibility to mod uniques by a technician, and Jackhammer is now allowed to be modded once by them. Probably the main stats were also altered, would need a double check. [[User:Ih8regin|Ih8regin]] ([[User talk:Ih8regin|talk]])&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;0.9.9.8 gives this puppy some love. Now it can be switched over to single shot mode, thus becoming a sort of a better tactical shotgun, and it gets an extra shell in the clip for a total of 10. And finally, there is now a possibility to mod uniques by a technician, and Jackhammer is now allowed to be modded once by them. Probably the main stats were also altered, would need a double check. [[User:Ih8regin|Ih8regin]] ([[User talk:Ih8regin|talk]])&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The main implication of the increased clip size is that now with [[Strategy:Triggerhappy|Triggerhappy 2]], you will get a full second 5-shot salvo before having to reload, instead of the awkward 5 and then 4 shots. As for modding if you're a Technician, a [[Technical mod]] would be most ideal for increasing DPS even farther and letting you empty its clip faster, but a [[Power mod]] would also help DPS to a lesser degree and buff the ammo efficiency of it. A [[Bulk mod]] would increase its clip to 13 shots, but if you're using this weapon's rapid-firing mode, you are probably a Shotgun build with [[Strategy:Reloader|Reloader]] + [[Strategy:Shottyman|Shottyman]], and regardless will have a [[Shell box]] equipped, so getting an extra full shot in before reloading isn't as helpful as making the Jackhammer fire faster or stronger. Using a [[Nano mod]] to give it regenerating ammo isn't terrible either, as you'll then be able to fire off this weapon without worrying about its ammo-hungry nature, and it often does what you need to do in a single clip, though losing the ability to instantly reload it will hurt against bosses and big fights where you'll immediately need the clip fully reloaded, while the Nano mod will also likely be more effective used elsewhere (such as making [[Nano-shrapnel]] on another shotgun). Since this weapon fires three shots, it is also compatible with a [[Firestorm mod]], which will allow the ability to get the five-shot salvo without getting Triggerhappy (which as Fireangel, you can't get anyway as you're blocked [[Strategy:Son of a Bitch|Son of a Bitch]]). A Firestorm mod + Triggerhappy 2 will have your Jackhammer fire off a monstrous 7 shots, resulting in absurd damage in a single fire against enemies pinned up to a wall and bosses immune to knockback; at point blank, that single fire of seven shots will deal 119.7 damage on average when accounting for the requisite SoB 2 needed for Triggerhappy, 139.7 if you maxed out all five levels of SoB too, then those values would become 93.1 and 113.1 respectively against 2 armor enemies, while at a distance of five tiles away, it will deal 73.5 with SoB 2 and 89.3 with SoB 5 against 2 armor enemies. Of course with that combo, you would only have 3 shells left in your clip after firing, so you won't be able to get consecutive full shots off, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it &lt;/del&gt;would be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;horribly ammo efficient &lt;/del&gt;out in the open, but it can function as a &amp;quot;super duper shotgun&amp;quot; that completely obliterates all normal enemies pinned against a wall in a single fire, while you still have the option to fire off a second shot of three shells before reloading if needed. Unfortunately Fireangel again blocks SoB, so you'll need to play another build or masterless Technician Shotgun build to potentially benefit from this rare combo that allow Technicians to outstrip the shotgun DPS of Shottyheads.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The main implication of the increased clip size is that now with [[Strategy:Triggerhappy|Triggerhappy 2]], you will get a full second 5-shot salvo before having to reload, instead of the awkward 5 and then 4 shots. As for modding if you're a Technician, a [[Technical mod]] would be most ideal for increasing DPS even farther and letting you empty its clip faster, but a [[Power mod]] would also help DPS to a lesser degree and buff the ammo efficiency of it. A [[Bulk mod]] would increase its clip to 13 shots, but if you're using this weapon's rapid-firing mode, you are probably a Shotgun build with [[Strategy:Reloader|Reloader]] + [[Strategy:Shottyman|Shottyman]], and regardless will have a [[Shell box]] equipped, so getting an extra full shot in before reloading isn't as helpful as making the Jackhammer fire faster or stronger. Using a [[Nano mod]] to give it regenerating ammo isn't terrible either, as you'll then be able to fire off this weapon without worrying about its ammo-hungry nature, and it often does what you need to do in a single clip, though losing the ability to instantly reload it will hurt against bosses and big fights where you'll immediately need the clip fully reloaded, while the Nano mod will also likely be more effective used elsewhere (such as making [[Nano-shrapnel]] on another shotgun). Since this weapon fires three shots, it is also compatible with a [[Firestorm mod]], which will allow the ability to get the five-shot salvo without getting Triggerhappy (which as Fireangel, you can't get anyway as you're blocked [[Strategy:Son of a Bitch|Son of a Bitch]]). A Firestorm mod + Triggerhappy 2 will have your Jackhammer fire off a monstrous 7 shots, resulting in absurd damage in a single fire against enemies pinned up to a wall and bosses immune to knockback; at point blank, that single fire of seven shots will deal 119.7 damage on average when accounting for the requisite SoB 2 needed for Triggerhappy, 139.7 if you maxed out all five levels of SoB too, then those values would become 93.1 and 113.1 respectively against 2 armor enemies, while at a distance of five tiles away, it will deal 73.5 with SoB 2 and 89.3 with SoB 5 against 2 armor enemies. Of course with that combo, you would only have 3 shells left in your clip after firing, so you won't be able to get consecutive full shots off, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;its ammo efficiency &lt;/ins&gt;would be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;horrible &lt;/ins&gt;out in the open, but it can function as a &amp;quot;super duper shotgun&amp;quot; that completely obliterates all normal enemies pinned against a wall in a single fire, while you still have the option to fire off a second shot of three shells before reloading if needed. Unfortunately Fireangel again blocks SoB, so you'll need to play another build or masterless Technician Shotgun build to potentially benefit from this rare combo that allow Technicians to outstrip the shotgun DPS of Shottyheads.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For one last note, as you're able to apply a basic assembly, the Jackhammer can be used for the [[Plasmatic shrapnel]] assembly, where it's the best shotgun for it bar none. In its single fire mode, it clears the Combat and Assault shotguns as a corpse disposal tool, as you got a clip nearly twice the size while the weapon hits slightly harder. In its rapid-firing mode, since its plasma damage will now have armor be halved with each shot instead of doubled, it'll be dealing a lot more damage to high armor enemies, and as a bonus, the extra damage won't increase knockback (since knockback calculation occurs with damage before armor is factored), so successive shots won't be weakened either from extra knockback. To revisit those earlier calculations, at point blank against a 2 armor enemy pinned against a wall, the Plasmatic Jackhammer will deal 42.8 per fire on average and 128 with the full clip, while from a distance of five tiles, those numbers are 33.8 and 101.2 respectively. An unfortunate side effect is the Plasmatic Jackhammer will absolutely destroy walls, so unless it is a tough walls [[event]] or you're in a special level with indestructible walls, you'll need enemies pinned against the edge of the map to get these damage numbers. Fortunately however, as mentioned before with the extra damage per shot not increasing knockback, the Plasmatic Jackhammer is a lot more damage efficient in the open; in the complete open with no obstacles to block the knockback, at point blank a full Plasmatic Jackhammer fire will deal 38.25 damage per fire against 2 armor enemies, whereas normally it would deal 30.6 damage, while if you empty the whole three shots in that scenario before neither you or the enemy move closer, the Plasmatic Jackhammer will dish out 90 damage total before having to reload, still well more than enough to kill any normal enemy. Comparatively, the normal Jackhammer's full three shots would deal 72 damage, which is just barely enough to finish an Archvile and so would often fail with slightly bad luck on damage rolls or if you didn't start firing at exactly point blank. Then even if you start firing from five tiles away in this scenario, the Plasmatic Jackhammer would end up dealing 75 damage on average, still potentially wiping out an Archvile (between this and the corpse disposal, this is one of the most ideal weapons possible for [[The Mortuary]] and [[Limbo]]). The Plasmatic Jackhammer is also still &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be &lt;/del&gt;able to take one more mod on top of the assembly as long as you have Whizkid 2, so there's no real downside to turning it plasmatic. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:21, 29 July 2024 (UTC)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For one last note, as you're able to apply a basic assembly, the Jackhammer can be used for the [[Plasmatic shrapnel]] assembly, where it's the best shotgun for it bar none. In its single fire mode, it clears the Combat and Assault shotguns as a corpse disposal tool, as you got a clip nearly twice the size while the weapon hits slightly harder. In its rapid-firing mode, since its plasma damage will now have armor be halved with each shot instead of doubled, it'll be dealing a lot more damage to high armor enemies, and as a bonus, the extra damage won't increase knockback (since knockback calculation occurs with damage before armor is factored), so successive shots won't be weakened either from extra knockback. To revisit those earlier calculations, at point blank against a 2 armor enemy pinned against a wall, the Plasmatic Jackhammer will deal 42.8 per fire on average and 128 with the full clip, while from a distance of five tiles, those numbers are 33.8 and 101.2 respectively. An unfortunate side effect is the Plasmatic Jackhammer will absolutely destroy walls, so unless it is a tough walls [[event]] or you're in a special level with indestructible walls, you'll need enemies pinned against the edge of the map to get these damage numbers. Fortunately however, as mentioned before with the extra damage per shot not increasing knockback, the Plasmatic Jackhammer is a lot more damage efficient in the open; in the complete open with no obstacles to block the knockback, at point blank a full Plasmatic Jackhammer fire will deal 38.25 damage per fire against 2 armor enemies, whereas normally it would deal 30.6 damage, while if you empty the whole three shots in that scenario before neither you or the enemy move closer, the Plasmatic Jackhammer will dish out 90 damage total before having to reload, still well more than enough to kill any normal enemy. Comparatively, the normal Jackhammer's full three shots would deal 72 damage, which is just barely enough to finish an Archvile and so would often fail with slightly bad luck on damage rolls or if you didn't start firing at exactly point blank. Then even if you start firing from five tiles away in this scenario, the Plasmatic Jackhammer would end up dealing 75 damage on average, still potentially wiping out an Archvile (between this and the corpse disposal, this is one of the most ideal weapons possible for [[The Mortuary]] and [[Limbo]]). The Plasmatic Jackhammer is also still able to take one more mod on top of the assembly as long as you have Whizkid 2, so there's no real downside to turning it plasmatic &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(I would do the damage calcs for a F-modded Plasmatic Jackhammer with Triggerhappy 2 and SoB5, but you get the picture by now)&lt;/ins&gt;. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:21, 29 July 2024 (UTC)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=3542&amp;oldid=prev</id>
		<title>Omega Tyrant: I really fucked up those old damage calculations... but I fixed them, as well as added modding info for the upcoming 0.9.9.8</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=3542&amp;oldid=prev"/>
				<updated>2024-07-29T15:21:48Z</updated>
		
		<summary type="html">&lt;p&gt;I really fucked up those old damage calculations... but I fixed them, as well as added modding info for the upcoming 0.9.9.8&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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			&lt;tr style='vertical-align: top;'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 15:21, 29 July 2024&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{infostrat switch}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{infostrat switch}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==0.9.9.7==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the only two unique shotguns in the game, the Jackhammer is also the only rapid-fire shotgun in the game. On paper, the Jackhammer looks like an amazing weapon, being a shotgun that deals on average, 45.6 damage per fire at point blank without trait investment, can be fired multiple times before having to reload, and even fires a focused shotgun blast, limiting dropoff reduction. Don't ditch your other shotguns though for it, as the Jackhammer does carry some significant drawbacks. The biggest of which is that when it fires its three shells, each individual shell knocks enemies back before the next shell hits. This results in the Jackhammer doing significantly less damage than firing off three shotgun shells should do, and absolutely atrocious ammo efficiency. If you were to rely on the Jackhammer as your primary weapon, you'll find yourself short on shells very very quickly.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the only two unique shotguns in the game, the Jackhammer is also the only rapid-fire shotgun in the game. On paper, the Jackhammer looks like an amazing weapon, being a shotgun that deals on average, 45.6 damage per fire at point blank without trait investment, can be fired multiple times before having to reload, and even fires a focused shotgun blast, limiting dropoff reduction. Don't ditch your other shotguns though for it, as the Jackhammer does carry some significant drawbacks. The biggest of which is that when it fires its three shells, each individual shell knocks enemies back before the next shell hits. This results in the Jackhammer doing significantly less damage than firing off three shotgun shells should do, and absolutely atrocious ammo efficiency. If you were to rely on the Jackhammer as your primary weapon, you'll find yourself short on shells very very quickly.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As such, in many situations, other shotguns are better. Combat, Tactical, Assault, and Plasma Shotguns are better for radar shooting. Focused Double and Super Shotguns are better for shooting at a large group of enemies. Pretty much every other shotgun is better for corner shooting, with the Elephant Shotgun and P-modded Super Shotguns carrying vastly greater ammo efficiency while dealing similar damage to the Jackhammer in a single fire. Additionally, since the Jackhammer is a unique, it can't be modded like these other shotguns, putting it even farther behind.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As such, in many situations, other shotguns are better. Combat, Tactical, Assault, and Plasma Shotguns are better for radar shooting. Focused Double and Super Shotguns are better for shooting at a large group of enemies. Pretty much every other shotgun is better for corner shooting, with the Elephant Shotgun and P-modded Super Shotguns carrying vastly greater ammo efficiency while dealing similar damage to the Jackhammer in a single fire. Additionally, since the Jackhammer is a unique, it can't be modded like these other shotguns, putting it even farther behind.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While in a lot of ways the Jackhammer is an impractical weapon, it does have one niche worth keeping it around for; pure DPS. If you get a dangerous enemy against a wall you need dead ASAP, or when against a boss immune to knockback, no other shotgun is better. Shottyhead builds in particular can utilise the Jackhammer very well with this, where they will be able to empty its entire clip into an enemy before they can react. All three shots of the Jackhammer at point blank come to an average damage of 136.8, and against enemies with an armor value of 2, it's &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;124&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;8&lt;/del&gt;. From &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;four &lt;/del&gt;tiles away against an enemy with 2 armor, the Jackhammer's entire salvo comes out to an average of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;79.2&lt;/del&gt;, which is still greater than the HP of an Arch-vile. As such, with the Jackhammer, Shottyheads can reliably kill any non-boss monster pinned up against the wall before they can react if they're reasonably close. This is the best DPS any shotgun in the game can achieve, outside of a ridiculous P-modded Nano-Shrapnel Super Shotgun against &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an enemy &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a very high &lt;/del&gt;armor &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;value&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While in a lot of ways the Jackhammer is an impractical weapon, it does have one niche worth keeping it around for; pure DPS. If you get a dangerous enemy against a wall you need dead ASAP, or when against a boss immune to knockback, no other shotgun is better. Shottyhead builds in particular can utilise the Jackhammer very well with this, where they will be able to empty its entire clip into an enemy before they can react. All three shots of the Jackhammer at point blank come to an average damage of 136.8, and against &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;high tier &lt;/ins&gt;enemies with an armor value of 2 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that you'll more realistically need to empty the whole clip into&lt;/ins&gt;, it's &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;102&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;6&lt;/ins&gt;. From &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;five &lt;/ins&gt;tiles away against an enemy with 2 armor, the Jackhammer's entire salvo comes out to an average of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;81&lt;/ins&gt;, which is still greater than the HP of an Arch-vile. As such, with the Jackhammer, Shottyheads can reliably kill any non-boss monster pinned up against the wall before they can react if they're reasonably close. This is the best DPS any shotgun in the game can achieve, outside of a ridiculous P-modded Nano-Shrapnel Super Shotgun against &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;enemies &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;even stronger &lt;/ins&gt;armor &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(though once you factor in the Jackhammer's needed reloads, the P-modded Nano Shrapnel Super Shotgun pulls out ahead in any engagement that requires more than the Jackhammer's full clip)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Army of the Dead and Fireangel builds won't be able to utilise this aspect of the Jackhammer as well as Shottyheads, though the Jackhammmer's DPS is still better for them than any other shotguns', so the Jackhammer remains viable for them in this use.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Army of the Dead and Fireangel builds won't be able to utilise this aspect of the Jackhammer as well as Shottyheads, though the Jackhammmer's DPS is still better for them than any other shotguns', so the Jackhammer remains viable for them in this use.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 14:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So overall, the Jackhammer may be worth lugging for shotgun builds as an emergency point-blank fast killing weapon and as their boss killer, with Shottyheads especially utilising it well, while it's completely impractical for other builds to bother with. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 08:31, 27 September 2014 (CEST)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So overall, the Jackhammer may be worth lugging for shotgun builds as an emergency point-blank fast killing weapon and as their boss killer, with Shottyheads especially utilising it well, while it's completely impractical for other builds to bother with. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 08:31, 27 September 2014 (CEST)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==0.9.9.8==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;0.9.9.8 gives this puppy some love. Now it can be switched over to single shot mode, thus becoming a sort of a better tactical shotgun, and it gets an extra shell in the clip for a total of 10. And finally, there is now a possibility to mod uniques by a technician, and Jackhammer is now allowed to be modded once by them. Probably the main stats were also altered, would need a double check. [[User:Ih8regin|Ih8regin]] ([[User talk:Ih8regin|talk]])&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;0.9.9.8 gives this puppy some love. Now it can be switched over to single shot mode, thus becoming a sort of a better tactical shotgun, and it gets an extra shell in the clip for a total of 10. And finally, there is now a possibility to mod uniques by a technician, and Jackhammer is now allowed to be modded once by them. Probably the main stats were also altered, would need a double check. [[User:Ih8regin|Ih8regin]] ([[User talk:Ih8regin|talk]])&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The main implication of the increased clip size is that now with [[Strategy:Triggerhappy|Triggerhappy 2]], you will get a full second 5-shot salvo before having to reload, instead of the awkward 5 and then 4 shots. As for modding if you're a Technician, a [[Technical mod]] would be most ideal for increasing DPS even farther and letting you empty its clip faster, but a [[Power mod]] would also help DPS to a lesser degree and buff the ammo efficiency of it. A [[Bulk mod]] would increase its clip to 13 shots, but if you're using this weapon's rapid-firing mode, you are probably a Shotgun build with [[Strategy:Reloader|Reloader]] + [[Strategy:Shottyman|Shottyman]], and regardless will have a [[Shell box]] equipped, so getting an extra full shot in before reloading isn't as helpful as making the Jackhammer fire faster or stronger. Using a [[Nano mod]] to give it regenerating ammo isn't terrible either, as you'll then be able to fire off this weapon without worrying about its ammo-hungry nature, and it often does what you need to do in a single clip, though losing the ability to instantly reload it will hurt against bosses and big fights where you'll immediately need the clip fully reloaded, while the Nano mod will also likely be more effective used elsewhere (such as making [[Nano-shrapnel]] on another shotgun). Since this weapon fires three shots, it is also compatible with a [[Firestorm mod]], which will allow the ability to get the five-shot salvo without getting Triggerhappy (which as Fireangel, you can't get anyway as you're blocked [[Strategy:Son of a Bitch|Son of a Bitch]]). A Firestorm mod + Triggerhappy 2 will have your Jackhammer fire off a monstrous 7 shots, resulting in absurd damage in a single fire against enemies pinned up to a wall and bosses immune to knockback; at point blank, that single fire of seven shots will deal 119.7 damage on average when accounting for the requisite SoB 2 needed for Triggerhappy, 139.7 if you maxed out all five levels of SoB too, then those values would become 93.1 and 113.1 respectively against 2 armor enemies, while at a distance of five tiles away, it will deal 73.5 with SoB 2 and 89.3 with SoB 5 against 2 armor enemies. Of course with that combo, you would only have 3 shells left in your clip after firing, so you won't be able to get consecutive full shots off, and it would be horribly ammo efficient out in the open, but it can function as a &amp;quot;super duper shotgun&amp;quot; that completely obliterates all normal enemies pinned against a wall in a single fire, while you still have the option to fire off a second shot of three shells before reloading if needed. Unfortunately Fireangel again blocks SoB, so you'll need to play another build or masterless Technician Shotgun build to potentially benefit from this rare combo that allow Technicians to outstrip the shotgun DPS of Shottyheads.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For one last note, as you're able to apply a basic assembly, the Jackhammer can be used for the [[Plasmatic shrapnel]] assembly, where it's the best shotgun for it bar none. In its single fire mode, it clears the Combat and Assault shotguns as a corpse disposal tool, as you got a clip nearly twice the size while the weapon hits slightly harder. In its rapid-firing mode, since its plasma damage will now have armor be halved with each shot instead of doubled, it'll be dealing a lot more damage to high armor enemies, and as a bonus, the extra damage won't increase knockback (since knockback calculation occurs with damage before armor is factored), so successive shots won't be weakened either from extra knockback. To revisit those earlier calculations, at point blank against a 2 armor enemy pinned against a wall, the Plasmatic Jackhammer will deal 42.8 per fire on average and 128 with the full clip, while from a distance of five tiles, those numbers are 33.8 and 101.2 respectively. An unfortunate side effect is the Plasmatic Jackhammer will absolutely destroy walls, so unless it is a tough walls [[event]] or you're in a special level with indestructible walls, you'll need enemies pinned against the edge of the map to get these damage numbers. Fortunately however, as mentioned before with the extra damage per shot not increasing knockback, the Plasmatic Jackhammer is a lot more damage efficient in the open; in the complete open with no obstacles to block the knockback, at point blank a full Plasmatic Jackhammer fire will deal 38.25 damage per fire against 2 armor enemies, whereas normally it would deal 30.6 damage, while if you empty the whole three shots in that scenario before neither you or the enemy move closer, the Plasmatic Jackhammer will dish out 90 damage total before having to reload, still well more than enough to kill any normal enemy. Comparatively, the normal Jackhammer's full three shots would deal 72 damage, which is just barely enough to finish an Archvile and so would often fail with slightly bad luck on damage rolls or if you didn't start firing at exactly point blank. Then even if you start firing from five tiles away in this scenario, the Plasmatic Jackhammer would end up dealing 75 damage on average, still potentially wiping out an Archvile (between this and the corpse disposal, this is one of the most ideal weapons possible for [[The Mortuary]] and [[Limbo]]). The Plasmatic Jackhammer is also still be able to take one more mod on top of the assembly as long as you have Whizkid 2, so there's no real downside to turning it plasmatic. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:21, 29 July 2024 (UTC)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=3463&amp;oldid=prev</id>
		<title>Ih8regin: Added 0998 section</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=3463&amp;oldid=prev"/>
				<updated>2024-04-07T12:21:36Z</updated>
		
		<summary type="html">&lt;p&gt;Added 0998 section&lt;/p&gt;
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			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 12:21, 7 April 2024&lt;/td&gt;
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&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So overall, the Jackhammer may be worth lugging for shotgun builds as an emergency point-blank fast killing weapon and as their boss killer, with Shottyheads especially utilising it well, while it's completely impractical for other builds to bother with. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 08:31, 27 September 2014 (CEST)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So overall, the Jackhammer may be worth lugging for shotgun builds as an emergency point-blank fast killing weapon and as their boss killer, with Shottyheads especially utilising it well, while it's completely impractical for other builds to bother with. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 08:31, 27 September 2014 (CEST)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;0.9.9.8 gives this puppy some love. Now it can be switched over to single shot mode, thus becoming a sort of a better tactical shotgun, and it gets an extra shell in the clip for a total of 10. And finally, there is now a possibility to mod uniques by a technician, and Jackhammer is now allowed to be modded once by them. Probably the main stats were also altered, would need a double check. [[User:Ih8regin|Ih8regin]] ([[User talk:Ih8regin|talk]])&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Ih8regin</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=2936&amp;oldid=prev</id>
		<title>Omega Tyrant at 06:14, 8 April 2017</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=2936&amp;oldid=prev"/>
				<updated>2017-04-08T06:14:37Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr style='vertical-align: top;'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 06:14, 8 April 2017&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{infostrat switch}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the only two unique shotguns in the game, the Jackhammer is also the only rapid-fire shotgun in the game. On paper, the Jackhammer looks like an amazing weapon, being a shotgun that deals on average, 45.6 damage per fire at point blank without trait investment, can be fired multiple times before having to reload, and even fires a focused shotgun blast, limiting dropoff reduction. Don't ditch your other shotguns though for it, as the Jackhammer does carry some significant drawbacks. The biggest of which is that when it fires its three shells, each individual shell knocks enemies back before the next shell hits. This results in the Jackhammer doing significantly less damage than firing off three shotgun shells should do, and absolutely atrocious ammo efficiency. If you were to rely on the Jackhammer as your primary weapon, you'll find yourself short on shells very very quickly.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the only two unique shotguns in the game, the Jackhammer is also the only rapid-fire shotgun in the game. On paper, the Jackhammer looks like an amazing weapon, being a shotgun that deals on average, 45.6 damage per fire at point blank without trait investment, can be fired multiple times before having to reload, and even fires a focused shotgun blast, limiting dropoff reduction. Don't ditch your other shotguns though for it, as the Jackhammer does carry some significant drawbacks. The biggest of which is that when it fires its three shells, each individual shell knocks enemies back before the next shell hits. This results in the Jackhammer doing significantly less damage than firing off three shotgun shells should do, and absolutely atrocious ammo efficiency. If you were to rely on the Jackhammer as your primary weapon, you'll find yourself short on shells very very quickly.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=2926&amp;oldid=prev</id>
		<title>Omega Tyrant at 01:10, 2 April 2017</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=2926&amp;oldid=prev"/>
				<updated>2017-04-02T01:10:48Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr style='vertical-align: top;'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 01:10, 2 April 2017&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As such, in many situations, other shotguns are better. Combat, Tactical, Assault, and Plasma Shotguns are better for radar shooting. Focused Double and Super Shotguns are better for shooting at a large group of enemies. Pretty much every other shotgun is better for corner shooting, with the Elephant Shotgun and P-modded Super Shotguns carrying vastly greater ammo efficiency while dealing similar damage to the Jackhammer in a single fire. Additionally, since the Jackhammer is a unique, it can't be modded like these other shotguns, putting it even farther behind.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As such, in many situations, other shotguns are better. Combat, Tactical, Assault, and Plasma Shotguns are better for radar shooting. Focused Double and Super Shotguns are better for shooting at a large group of enemies. Pretty much every other shotgun is better for corner shooting, with the Elephant Shotgun and P-modded Super Shotguns carrying vastly greater ammo efficiency while dealing similar damage to the Jackhammer in a single fire. Additionally, since the Jackhammer is a unique, it can't be modded like these other shotguns, putting it even farther behind.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While in a lot of ways the Jackhammer is an impractical weapon, it does have &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;once &lt;/del&gt;niche worth keeping it around for; pure DPS. If you get a dangerous enemy against a wall you need dead ASAP, or when against a boss immune to knockback, no other shotgun is better. Shottyhead builds in particular can utilise the Jackhammer very well with this, where they will be able to empty its entire clip into an enemy before they can react. All three shots of the Jackhammer at point blank come to an average damage of 136.8, and against enemies with an armor value of 2, it's 124.8. From four tiles away against an enemy with 2 armor, the Jackhammer's entire salvo comes out to an average of 79.2, which is still greater than the HP of an Arch-vile. As such, with the Jackhammer, Shottyheads can reliably kill any non-boss monster pinned up against the wall before they can react if they're reasonably close. This is the best DPS &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of &lt;/del&gt;any shotgun in the game can achieve, outside of a ridiculous P-modded Nano-Shrapnel Super Shotgun against an enemy with a very high armor value.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While in a lot of ways the Jackhammer is an impractical weapon, it does have &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;one &lt;/ins&gt;niche worth keeping it around for; pure DPS. If you get a dangerous enemy against a wall you need dead ASAP, or when against a boss immune to knockback, no other shotgun is better. Shottyhead builds in particular can utilise the Jackhammer very well with this, where they will be able to empty its entire clip into an enemy before they can react. All three shots of the Jackhammer at point blank come to an average damage of 136.8, and against enemies with an armor value of 2, it's 124.8. From four tiles away against an enemy with 2 armor, the Jackhammer's entire salvo comes out to an average of 79.2, which is still greater than the HP of an Arch-vile. As such, with the Jackhammer, Shottyheads can reliably kill any non-boss monster pinned up against the wall before they can react if they're reasonably close. This is the best DPS any shotgun in the game can achieve, outside of a ridiculous P-modded Nano-Shrapnel Super Shotgun against an enemy with a very high armor value.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Army of the Dead and Fireangel builds won't be able to utilise this aspect of the Jackhammer as well as Shottyheads, though the Jackhammmer's DPS is still better for them than any other shotguns', so the Jackhammer remains viable for them in this use.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Army of the Dead and Fireangel builds won't be able to utilise this aspect of the Jackhammer as well as Shottyheads, though the Jackhammmer's DPS is still better for them than any other shotguns', so the Jackhammer remains viable for them in this use.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Non-shotgun builds will have no use for the Jackhammer however. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It's &lt;/del&gt;one caveat, pure DPS, pales to the DPS of their primary weapons, and as covered, other shotguns are a lot more efficient and effective at the various utilities shotguns are primarily used for.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Non-shotgun builds will have no use for the Jackhammer however. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Its &lt;/ins&gt;one caveat, pure DPS, pales to the DPS of their primary weapons, and as covered, other shotguns are a lot more efficient and effective at the various utilities shotguns are primarily used for.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So overall, the Jackhammer may be worth lugging for shotgun builds as an emergency point-blank fast killing weapon and as their boss killer, with Shottyheads especially utilising it well, while it's completely impractical for other builds to bother with. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 08:31, 27 September 2014 (CEST)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So overall, the Jackhammer may be worth lugging for shotgun builds as an emergency point-blank fast killing weapon and as their boss killer, with Shottyheads especially utilising it well, while it's completely impractical for other builds to bother with. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 08:31, 27 September 2014 (CEST)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=2867&amp;oldid=prev</id>
		<title>Omega Tyrant: Created page with &quot;One of the only two unique shotguns in the game, the Jackhammer is also the only rapid-fire shotgun in the game. On paper, the Jackhammer looks like an amazing weapon, being a...&quot;</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/w/index.php?title=Strategy:Jackhammer&amp;diff=2867&amp;oldid=prev"/>
				<updated>2014-09-27T06:31:04Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;One of the only two unique shotguns in the game, the Jackhammer is also the only rapid-fire shotgun in the game. On paper, the Jackhammer looks like an amazing weapon, being a...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;One of the only two unique shotguns in the game, the Jackhammer is also the only rapid-fire shotgun in the game. On paper, the Jackhammer looks like an amazing weapon, being a shotgun that deals on average, 45.6 damage per fire at point blank without trait investment, can be fired multiple times before having to reload, and even fires a focused shotgun blast, limiting dropoff reduction. Don't ditch your other shotguns though for it, as the Jackhammer does carry some significant drawbacks. The biggest of which is that when it fires its three shells, each individual shell knocks enemies back before the next shell hits. This results in the Jackhammer doing significantly less damage than firing off three shotgun shells should do, and absolutely atrocious ammo efficiency. If you were to rely on the Jackhammer as your primary weapon, you'll find yourself short on shells very very quickly.&lt;br /&gt;
&lt;br /&gt;
As such, in many situations, other shotguns are better. Combat, Tactical, Assault, and Plasma Shotguns are better for radar shooting. Focused Double and Super Shotguns are better for shooting at a large group of enemies. Pretty much every other shotgun is better for corner shooting, with the Elephant Shotgun and P-modded Super Shotguns carrying vastly greater ammo efficiency while dealing similar damage to the Jackhammer in a single fire. Additionally, since the Jackhammer is a unique, it can't be modded like these other shotguns, putting it even farther behind.&lt;br /&gt;
&lt;br /&gt;
While in a lot of ways the Jackhammer is an impractical weapon, it does have once niche worth keeping it around for; pure DPS. If you get a dangerous enemy against a wall you need dead ASAP, or when against a boss immune to knockback, no other shotgun is better. Shottyhead builds in particular can utilise the Jackhammer very well with this, where they will be able to empty its entire clip into an enemy before they can react. All three shots of the Jackhammer at point blank come to an average damage of 136.8, and against enemies with an armor value of 2, it's 124.8. From four tiles away against an enemy with 2 armor, the Jackhammer's entire salvo comes out to an average of 79.2, which is still greater than the HP of an Arch-vile. As such, with the Jackhammer, Shottyheads can reliably kill any non-boss monster pinned up against the wall before they can react if they're reasonably close. This is the best DPS of any shotgun in the game can achieve, outside of a ridiculous P-modded Nano-Shrapnel Super Shotgun against an enemy with a very high armor value.&lt;br /&gt;
&lt;br /&gt;
Army of the Dead and Fireangel builds won't be able to utilise this aspect of the Jackhammer as well as Shottyheads, though the Jackhammmer's DPS is still better for them than any other shotguns', so the Jackhammer remains viable for them in this use.&lt;br /&gt;
&lt;br /&gt;
Non-shotgun builds will have no use for the Jackhammer however. It's one caveat, pure DPS, pales to the DPS of their primary weapons, and as covered, other shotguns are a lot more efficient and effective at the various utilities shotguns are primarily used for.&lt;br /&gt;
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So overall, the Jackhammer may be worth lugging for shotgun builds as an emergency point-blank fast killing weapon and as their boss killer, with Shottyheads especially utilising it well, while it's completely impractical for other builds to bother with. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 08:31, 27 September 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

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