Swords - You know they are versatile right?

So, swords.

I am looking at the agility weapons and the strength weapons and I agree with pretty much all of it, except swords. Swords can be weighted, or even more aligned with agility. That being said, I would never use a sword personally on my character, but it is and has been used both by dexterous people as well as strong people.

My suggestion is that it is a hybrid weapon. Really the only Hybrid (Unless you want to make a Katana also a hybrid weapon - which would make sense)

It is just a thought, but of all of the weapons, the sword could play to both agility and strength. Strength honestly has a better advantage with it due to corruption, but agility users could benefit as well.

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The proposal is unclear. What would the concrete logic be? Do you get bonus from both strength and agility attributes? Or just from the highest of the two?

Right now, if you have 10 points in strength and 20 points in agility, you’ll get 60% (10×5% + 20×0.5%) bonus damage with strength-based weapons and 105% (10×0.5% + 20×5%) bonus damage with agility weapons. What would the bonuses look like for a hybrid weapon?

I don’t see hybrid weapons really becoming a thing. If you just give them half and half bonuses (around 2.75% hybrid weapon damage for both Strength and Agility attributes), they roughly equal strength and agility damage based weapons point for point.

But then they benefit fully from both strength and agility perks, edging out specialized weapons. Assuming they still get full bonuses from armor stat bonuses.

Then when you do take armor bonuses into account, in which they only give strength or agility weapon damage, not hybrid, you’ll need allow them to benefit from both at potentially half. If that is done, then they don’t really stand up to specialized weapons at all.

Thus this would be an overall nerf to Broadswords and Two-Handed Swords. The only benefit is you get to look at the weapon and see the text ‘hybrid weapon’ and feel good about yourself because its a weapon you admittedly don’t use yourself and likely won’t after said change. I mean who would if its nerfed from its current form?

I don’t exactly see a way of mixing agility and strength based damage without making something over powered or underpowered. You see versatility is its own feature and benefit that damns itself. If a versatile weapon is equal in DPS/Effectiveness to specialized weapons, then it is better. Since it can be used with whatever you pick up/find/craft. If it isn’t equal then it is pointless. Why generalize when specialization is simply better?

Versatility and generalization are newbie/beginner traits. As they allow a new player to get in the swing of things without having much detriments. But eventually they will want to specialize to make the most of what they are trying to accomplish.

Thus relegating four distinct weapon types (Broadsword, Shortsword, Katana, and Two-Handed Swords) to being 1-59 content is a horrible idea. Especially considering the fact your average player will spend a disproportionate amount of their time in the game not using such beginner tools.

I think FC has it right. If you use Strength as a primary attribute, then Broadsword and Two-Handed Swords are available. If you use Agility instead, then Shortswords and Katanas are available. Thus swords are already versatile. Pick the type you wish.

They’re actually already a thing, just no weapon uses them, the inscription that would appear on them in the top right is “Balanced Weapon”

However


Isn’t that why we have multiple types of swords? A standard longsword (which is what full-plate knights also used quite often) doesn’t exactly scream “dexterity!!!”, neither does a giant claymore :slight_smile:
We have short-swords in the game which ARE agility weapons
 and we also have katanas which also are agility weapons.
Both of these are actually spot on imo as they’re the types of swords that irl would have much lighter weights and allow for some agile and quick movement of the user

The amount can actually be specified by weapon type, so they could make a weapon that gets equal contribution from either str or agi points but the individual points would be half as effective. But obviously they won’t do that because it doesn’t make much sense and that’s why we have different swords :slight_smile: Though who knows, this might be useful for some other weapon down the line

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Yeah “balanced” already exists. It is currently only used on tools.

Currently, the ones that exist (i.e. tools) are 1.5% Agility, 1.5% Strength. So 10 Strength, 20 Agility would be (1.5×10) + (1.5×20) = +45%.

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W w w w wwait, hold on! Points in agility affect strength weapons too? And vice versa??
Am I reading this right?
(Serious question, I did not know that.)

Yes, but only 1/10th as much.

If you are using a strength weapon and max out both strength and agility, your 20 strength will give you +100% weapon damage while your 20 agility will only give +10% weapon damage,

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Short swords are already agility based, and long swords are already strength based. I’m not sure what you’re really proposing would ever be necessary since there is already a distinction that does what you want

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Yes, but only 1/10 of what you get from the attribute that corresponds to the weapon (0.5% instead of 5%).

Disclaimer: I haven’t run any tests to see if the numbers on the wiki are correct.

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How it actually works is both give everything +5% per point, but the individual items have modifiers on them.

Strength weapons have 1.0 strength modifier, and 0.1 agility modifier.
Agility weapons have 0.1 strength modifier, and 1.0 agility modifier.
Balanced weapons have 0.3 strength modifier, and 0.3 agility modifier.

It should be possible for a weapon to be created with any modifier the creator so desires.

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This part is not entirely accurate, currently the arcane focus is the only thing with a 0.33 for both str and agi and tools 0.25 for both while pet attacks / zombies do not gain from agility at all
(Edit: not trying to nitpick btw :joy: was just trying to clarify in case they’re somewhere listed on the wiki)

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I was going off what Testerle told me, but when I go back and check, he said, “around 0.3 if i remember correctly.”

Ah! that makes sense :slight_smile:
Here’s the actual table though in case it’s of any use for anything (17 is str, 19 is agi):
image

And the way the inventory interface labels them is automatic by checking whether they’re Str dominant first (whether this multiplier is >= 1)

If not then it looks if it’s Agi dominant and the “Balanced” is just an “else” - so no checks are performed there other than not being any of the other two.

Which means they would automatically get classified on the UI just by adjusting these numbers (or classified incorrectly as Str if you raised both of them above 1 as that’s the first check it makes.)
:slight_smile:

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Currently the perks more importantly affect all weapon types, why pvp builds are normally 20 strength, agility and vitality,
They all kinda hybrid already.

Giving the highest bonus just means everyone goes agility for perk 3 speed and still do the same damage.

Id say the opposite tbh, and say agility affects agility and strength affects strength. If agree that agility needs some more melee weapons.

Whoa, that’s awesome info! Thanks to both you and @Xevyr for clarifying the nitty gritty details. :smiley:

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Check the npc weapon on agility :rofl:. I have a friend that was searching archers with agility. These multipliers are interesting.

That is not related though, that one is referring to pet attacks or zombies.
(For example those normally hidden weapons that people have been taking off zombies now with the bug / exploit so they can give them real weapons)

Bows are agility weapons regardless of whether a player uses them or a NPC

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Oh nice, :+1:t6:. Thanks m8 :grin:.

They don’t even know that swords are, in general, the worst options for armour penetration.
Barring the Estoc (which is a sword type not in the game), swords, not axes, should be the weapons without armour penetration.

As for the str vs agi scaling question

In general, correctly made swords are light weapons, with katanas and calvary sabres being significantly bulkiery than most similarly lengthened blades

But that’s the real world.

This game is fantasy/sword and sorcery and build on certain concepts that dovetail significantly from history. In this regard, we have the correct varieties.
An agility single handed and two hander for quick/precise fighters. Shortswords and Katanas in this game are only very loosely inspired by anything a historical warrior would recognize (especially considering what massive paddles the "short"swords are) but for filling the roll of the fast/light fantasy weapon, they perform admirably.
The Str based weapons fill the other fantasy sword tropes. Overbuilt and massively overswung bars of heavy metal that any trained combatant would turn their nose up at and never use as presented. However, the crowbar with an edge that the wielder throws themselves behind and takes half a week to recover from an attack is entirely genre appropriate.

So while it’s very tropish and ahistorical/unrealistic, this one thinks the dovetail from reality is deliberate because it stays closer to the fictional roots. It’s sorta where it should be, because this is a Sword and Sorcery game, not a HEMA simulator.

That said, if they did do more weapons like the Lying Child of Unwed Parents in that the weapon looks like one thing, but is swung like something else, that would be grand likewise if some legendaries used a moveset that generally doesn’t match the stat associated with that weapon type, that would also give legendaries more of a niche.

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I also didn’t know this

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