Elite ignition spear

### Dam. type

**Fire**. Scales with Weird Science, maximum penetration, effective against organic targets (+30% damage), ineffective against non-organic targets (-30% damage), often has a chance to apply Burning.

## Effects

* 25% to apply Burning
* Anti-organic
+30% damage to organic targets
-30% damage to mechanic targets

## Item Data

### Value

$ 1600

**Elite ignition spear** is a bladed weapon in *Wasteland 3: Battle of Steeltown*.

## Characteristics

Despite preinstalled Fire damage, it is possible to convert this weapon to other damage types (Cold, Energy or Explosive) by using the appropriate damage type conversion mods. This won't add a second damage type but replace the originally installed Fire damage.

Damage can be increased from various bonuses. Also Fire damage provide +99 Armor penetration, which negates target's armor completely.

Fire damage maximization example

* +8 Damage from Grand Slam Weights
* +35% Melee damage from Strength attribute at level 10
* +50% Melee damage from Exoskeleton armor set
* +25% Melee damage from Threat Intelligence  helmet modification at the cost of -6 Armor
* +15% Fire damage from Disciple Of The Metal background
* +25% Fire damage from Pyromaniac quirk
* +25% Fire damage from Heating Element perk
* +30% Fire damage from Weird Science skill at level 10

Applying all bonuses (+8 Damage +110% Melee damage +95% Fire damage) leads to the following result:

* 331 - 442 damage in weapon stats.

In fact damage will vary depending on a target:

* 430 - 574 damage against organic targets (+30% Damage).

Cold damage maximization example

* -10% Melee damage from Cryo Capsule  damage conversion penalty
* +33% Melee damage from Sadomasochist quirk at the cost of +33% Received damage
* +35% Melee damage from Strength attribute at level 10
* +50% Melee damage from Exoskeleton armor set
* +25% Melee damage from Threat Intelligence  helmet modification at the cost of -6 Armor
* +30% Cold damage from Weird Science skill at level 10

Applying all bonuses (+133% Melee damage +30% Cold damage) leads to the following result:

* 221 - 302 damage in weapon stats.

In fact damage will vary depending on a target:

* 287 - 392 damage against organic targets (+30% Damage).

Energy damage maximization example

* -10% Melee damage from Battery Pack  damage conversion penalty
* +33% Melee damage from Sadomasochist quirk at the cost of +33% Received damage
* +35% Melee damage from Strength attribute at level 10
* +50% Melee damage from Exoskeleton armor set
* +25% Melee damage from Threat Intelligence  helmet modification at the cost of -6 Armor
* +30% Energy damage from Weird Science skill at level 10
* +5% Energy damage from Electric Emmett creepy doll

Applying all bonuses (+133% Melee damage +35% Energy damage) leads to the following result:

* 229 - 314 damage in weapon stats.

In fact damage will vary depending on a target:

* 297 - 408 damage against mechanic targets (+30% Damage).

Explosive damage maximization example

* -10% Melee damage from HE Capsule  damage conversion penalty
* +35% Melee damage from Strength attribute at level 10
* +50% Melee damage from Exoskeleton armor set
* +25% Melee damage from Threat Intelligence  helmet modification at the cost of -6 Armor
* +15% Explosive damage from Explodomaniac background
* +25% Explosive damage from Pyromaniac quirk
* +50% Explosive damage from Explosives skill at level 10
* +5% Explosive damage from Radical Rachel creepy doll

Applying all bonuses (+100% Melee damage +95% Explosive damage) leads to the following result:
* 284 - 390 damage against all types of targets.

### Field stripping results

* 48-76 Scrap
* With Expert Disassembler:
	+ +30% Scrap
	+ Chance to get one mod:
		- 12.5%  Overmolded Grip
		- 12.5%  Grand Slam Weights