It was a little usefull or curious for you? 22
Yes (11) 50%
No (7) 32%
Maybe (4) 18%
Hi. This is a final comparision of sword weapons. All depends mainly on players skills but... some weapons are so overpowered that even a weak player is able to easy kill a strong player by a simply spamming. But some weapons are also wrongfully underpowered.
What is OP and what is UP? You should judge it by yourself.
I created this post in order to:
1. Undestand by players how the weapons works.
2. Discussion about weapon's rebalance.
My ratio is very simply:
(Damage x Range / Time of attack)
Damage: Standard damage without players bonuses.
I set up a chance for crytical to about 30% so Damage = 0,7*Normal Damage + 0,3*Crytical Damage. I set up also additional bonus for blow effect (Wall hit).
Range: Max range to hit the player includes dash range. Height and Width was not included.
Time: Time of attack included all the delays.
Let's start from overall without any details. Just ratio.
Yellow = SP usage
The strongest attacks are Dagger's dash and sigma's SP combo. Both can be easily be blocked by Counter guard. But what if no one has the counter?
Sigma has many restriction: When you use it you can't change weapon, run and dodge. It also consumes your SP.
Dagger has any restriction and can deal up to 62,5 damage from 2000 range and 138 damage from 500 range.
Is Dagger overpowered? You should judge.
The weakest attacks are Sigma's Strong and Jump Attack, Plasma's Jump attack, Vital shock's Jump attack, Iron Boots' Combo and Bat whirlwind.
Plasma's and Fist's Jumps aren't weak. It deals less damage but it gives a stun which is very powerfull but can't be easily calculated.
Sigma's attacks are weak but SP attacks are powerfull.
Iron Boots combo is very weak. Its just a too much nerfed attack. Iron boots was very powerfull in past and developers makes it weaker. In case of that attack - too much weak.
About nerfing: Counter in past was dealing 45 damage in jump and strong attacks. Boots and Breaker was dealing 45 damage too. Half of weapons was dealing 45 damage in past.
But only counter was nerfed to 30 damage. Its little funny.
After Iron Boots' rebalance fail the new weapon - Vital Shock was created to be a weak weapon. I would say - too weak and it should be nerfed. Why?
Plasma's weak attack can deal 17 damage. Identical but Vital Shock's attack can deal only 10 damage. Similar case in the Jump attack.
Vital shock's strong attack deal only 20 damages and it consumes SP! It also has a sensivity of mouse restrictions. Why dagger's dash attack do not consume SP but vital's strong did?
***Time for details***
I added also a Duel Ratio. It tell how strong is weapon when a enemy expect the attack.
What's the difference beetwen Duel and Normal Ratio?
Duel Ratio includes FFF (Fast Fingers First factor).
FFF tells about a chance to succesfully attack when both players are attacking in the same time. More FFF - less chance to being canceled by a simply weak attack from any weapon.
FFF = Time to deal damage / 240ms (The average time to deal damage)
How to read this?
Some attacks has a damage before and after dash
Example: Twin Blade deals 15 damage before dash and 30 after dash.
Dash are often long (1000-2000 range).
A. Just lua files + some checking on training mode
Q. What about delay?
A. All attacks have different delay times. I added delay time only to the last combo attack.
If you will attack 1 or 2 times and stop there will be also delay time (but shorter than after full 3-4 combo).
Q. What about blow?
A. Blow effect can throw player to the wall. Hitting the wall = additional 15 damage. I set up a chance for hit wall to about 30% so I decided to add +5 damage to all attacks with blow effect.
Note: Iron Boots' dash has 3xBlow effect so it can gives you additional 45 damage if you will hit close and next to the wall. Also Sigma Blade (SP) has blow effect in each combo attack. All the rest of weapons has blow effect only in the last combo.
Q. How to makes crytical hit?
A. In Twin Blade, Katana and Sigma there is random chance for crytical: TB - 20%, Sigma - 10%, Katana - 30%.
In rest weapon you have to properly aim to activate crytical hit.