so heres another of my little irks with the game.
you start spiral knights. you see people running around with a shiny yellow/purple sword (depending on which line they went) leaving floating paper seals in the air. you see them dispatch zombies and slimes with a mere 3hits on a 2 hit sword. you go "holy core, i want that sword" so you slave the next day or week getting the jelly tokens to make one. the day arises you have your cherished [insert faust/avenger] and you merrily go slaying the little slimes or gun puppies of the world. then you die cos of lag, or the Konjuring Kat, whatever. your teammate has a maxed weapon, just like you, no bonus UVs or inherent armor bonuses. he's using a blizzbrand, you think "oh thats pretty cool" (and beat yourself for using a crappy pun). so while youre dead, you notice him running through jelly castle smashing those gun puppies to save you. and you notice the damage. it's 30 above what you do on a gun puppy (using an avenger). *First room of Jelly Palace - F15?*
why the core does it do so much damage for a weapon with supposedly lower stats.
a weapon that has a 3 hit combo.
a weapon that you dont have to slave your chassis off to get (well not AS much anyway - perspective of a newer player who sucks at JK runs).
shouldnt the avenger obviously be doing more?
i havent seen a silent nightblade vs faust yet in the same run and floor, but id assume its the same deal. same line, same relative stats (silent nightblade to blizzbrand) according to the image, and if it is just as rigged... shouldnt faust most certainly be doing more damage, due to the player-curse that can ruin a room for you?
for that matter, shouldnt the sealed sword line charge attacks be boosted somewhat above what they currently are?
it seems a bit like sealed sword line is quite ridiculously bad compared to the brandish line.
compound that issue with recovery time after a combo/attack, and add lag on that - suddenly you have one sword doing horrible dps which leaves you open to dying far to often, and one sword which not only has a decent damaging charge attack, but does good dps, allows for manouverability and also lets you bring a shield up after a combo, just in time to beat that spot of lag kicks in which would otherwise leave you open to that lumberers swing.
good for you, brandish users having a sword which seems to keep giving, bad for a lot of us others who got conned into the whole "naw, Gran Faust is pretty awesome, its better - dont worry" (not gonna say Divine Avenger there, cos someones gonna mention vanaduke which i cbb talking about in relation to this)
-Matt
Really,
one is no better than the other. My Combuster is construct medium UV and my Gran Faust has no UV. Yet, i'd say my Combuster is no better vs constructs than is my GF vs Slimes. You cannot discount the knockback (the perfect!! knockback!!) of the sealed sword line. The first swing knocks opponents back ever so far that 90% of their attacks will miss yet leaves them just within reach of your next swing! which then in turn knocks them back even further (again, making you safe).
Heck, it does less damage, but often times, my Gran Faust is the safer option versus mechaknights, deals much less damage, but if i have 1 bar of health left, i'm less likely to take damage.
Also, when comparing weapons, you have to put the gran faust up vs the silent nightblade. (shadow vs. shadow) And vs JK, while it is too dangerous to do the GF charge attack, it can curse on normal hit, which can be invaluable at times.
All that being said. I think the path of least resistance, and most efficiency, is to take the Nightblade as your primary shadow weapon (and primary brandish line) and then use your jelly-tokens on a DA (as your primary elemental damage sword). This gives you one awesome shadow weapon vs. slimes, and an awesome elemental weapon for constructs and undead, that pulls double duty as the ultimate FSC (tier 3 boss) sword.
Just my opinion tho.