loftar wrote:The question is only, of course, how they'd meaningfully differ from each other.
Through unique combat moves designed on a rock-paper-scissors pattern.
You could start from a few base values:
high penetration
low penetration
high damage
low damage
fast cooldown
slow cooldown
And add an additional effect for each one of them:
+3.0 wear damage on enemy shield
+1.0 to melee multiplier if used with shield up
+2.0 weight if used without upper body armor
extra multipliers if used in specific clothe sets (for example, if using the spear while in full ranger set)
bonus against bears
chance to disarm and drop the enemy's weapon
and so on