I think so.
Discuss.
I think so.
Discuss.
I just feel like instead of whining about weapon X vs weapon Y, and balancing around this weird mechanic, it is probably time to chunk it.
Basically... warmaster rocket hammer and divine avenger are meant to be equal in damage in the first stroke, but because of the wonky mechanics of the game, that isn't the reality...
241 271 301 331 Is the damage table for rocket hammer
241 290 331 372 Is the damage table for divine avenger
So DA magically gains 41 points of damage because.... bad mechanics?
This acheron vs flourish discussion is not REALLY about acheron being OP, but about this broken scaling mechanic. At +0 damage, acheron isn't that OP, even if it is pretty strong. It only grows to that point at +6.
I want to see another series of weapons that do split Pierce/Elemental and split Pierce/Shadow damage, except done right. The old Antiguas were terrible, yet they were at least unique and really awesome because of it.
10% damage cap magically emerging = balanced?
How would you feel if in PvP your brandish suddenly went from doing max damage to VH damage? Because that's what's secretly going on in this case. It's just a bad mechanic... it doesn't really make much sense at all.
Split special damage types were removed from the game... maybe its about time to extend that to the existing sword split types.
I concur. 2* Brandish has the same damage as 2* Calibur. It suggests the two weapon lines are supposed to be balanced against eachother (as they should). Somewhere along the line, Brandishes got made with the devs not understanding their own damage system. Now we have status-inflicting weapons running around with more damage than non-status inflicting ones, and a set of heavy swords with more damage and more speed than Suda for no adequately explained reason.
because i know how it feels to kill a construct with a final flourish
end of essay
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Anyways, Why don't you leave this to the hundreds of thousands of balance complainers?