Agi-damage-based katana.
hatchets
swords on both hands (that are both used)
crossbows
flails
daggers
swordbreakers
maces
I mean, the possibilitys are infinite, here is the list of spears only.
Through unique combat moves designed on a rock-paper-scissors pattern.loftar wrote:The question is only, of course, how they'd meaningfully differ from each other.
i thought about disarming opponent by idk, how do u think that would work? based on your/enemy dex and mc/uc? would it drop the weapon or just go to the inv?ven wrote:Through unique combat moves designed on a rock-paper-scissors pattern.loftar wrote:The question is only, of course, how they'd meaningfully differ from each other.
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


That would make them too weak seeing you'd need only one defensive move per weapon type to get rid of the opening.lacucaracha wrote:Also the openings could be defined by the weapon type.
But i never suggested only one opening per weaponchocolaterain wrote:That would make them too weak seeing you'd need only one defensive move per weapon type to get rid of the opening.lacucaracha wrote:Also the openings could be defined by the weapon type.
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