Soldier (Pike, Greatsword, Warhammer, Arquebus, Arbalest) - Choice of two-handers, flexible 1-hander, two big ranged weapons. Shooting options are inaccurate but good both against softies and tough targets. Ruffian (Club, Stiletto, Sabre, Blunderbuss, Pistol) - huge choice of 1-handed: sabre is the most damaging one, club the most accurate, stiletto the most armor penetrating one. Noble (Rapier, Dagger, Scepter, Rod, Mace) - a big choice of "mystical" ranged weapons, big choice of 1-handed, no two-handers, no reaching. Battleaxe is the more damaging one, sword the more flexible one. Knight (Sword, Battleaxe, Morning Star, Crossbow) - choice of 1-handed, no reaching weapon, middle ground ranged (actually crossbow DPS is absolutely terrible across DR but shh.). Peasant (Hatchet, Spear, Hunting Bow, Quarterstaff, unarmed) - fast weak ranged, reaching crushing two-hander, interesting choice of 1-handed weapons) I'm probably going to make a thread about it sooner or later. Honestly, given the way crits work, they should probably have their stats switched, so that battle axes perform better with large shields, and sabers perform better with 1h fighting.īut weapon groups are quite different. Not saying one of these weapons shouldn't be changed, though.Īlso, another way to balance things is to. But many people seem to be playing for DPS highscores. Maybe the absolute goal of the game isn't highest DPS. Perhaps they're just meant to be roughly equal, so that players can choose their favorite based on flavor and personal preference. It occured to me that perhaps not all weapons in the game must necessarily be equally good. Even on a crit a sabre is ahead due to the larger base damage. A normal sabre attack does 34.4 on average compared to a battle axe sneak attack doing 35.775.Ĭrits would get to 3.15 for sabre for 50.4 and 3.65 for axe for 49.275. Average sabre does 42.4, axe does 35.775, or approximately 18.5% more damage. The sabre has a bigger base damage 13-19 avg = 16 compared to axe at 11-16 avg 13.5Ī rogue with 20 might, reckless assault, savage attack with a superb weapon gets 1 + 0.5 sneak + 0.3 might + 0.20 reckless + 0.20 savage + 0.45 superb for total of 2.65. Where does an axe do better than a sabre? is the weapon a complete disaster no one would ever use? no. would the axe benefit from increasing the multiplier to +70% or +100%? sure. considering there are places where the axe still shines, especially in some builds and when taking the weapon focus and the other weapons that go with that specialization into account, I hardly see the problem as even remotely as big as you try to make it be. Is it in principle the better weapon? yes. which is my whole point: not sure the sabre is better in any case, and certainly not on every build throughout the most part of the game. Yes investing in Weapon Focus Knight also grants swords for flexibility (assuming dual wield), but how many weapons can you realistically afford to buy/enchant in a game melee focused team (without console/cheats) ? Edited Apby peddroelmĪnd you need to make up for how ever high the carnage damage reduction is. Oh - and there is at least a unique sabre with +0.5 crit "multiplier" (salt on the wound and set in on fire)īattle axes need some love. (sneak is not always on but with good micro it should be close). ![]() Past level 2 sabre can outdamage battle axe in all situations on Rogue. Rogues (best crit melee race - reckless attack accuracy bonus, you need to use them on a high accuracy class to get those crits) can get this at level 3. Sabres will thus outdamage battle axes EVEN ON CRITICAL HITS once the sum of damage multipliers goes above 6.75 / (( 13+19-11-16)/2) = 2.7. That +0.5 bonus to crit "multiplier" translates into + ((11+16)/2)*0.5 = 6.75 average damage on crits. ![]() Comparing with sabres because they are both locked into slashing damage type with no extra bonuses to compensate. Ignoring the unique models, currently Battle axes are worse than sabres in the vast variety of reasonable applications ( turning the hit resolution -0.5,0,0.5 additive, even if the ingame info still calls them "multipliers" was a big nerf to those weapon types ). That goes against the perceived design goal of making each weapon group "unique/different" gameplay/mechanics wise (I'm not talking animations/color/sparkly effects). Right now they (BAs) are virtually the same as sabres in every way only, they do less damage. Battle axes as original designed (with hit resolution as multiplier) had their niche as "the crit" weapons. They went quite a distance trying to add different whistles and bells to each weapon type to differentiate each other.
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