weapons right now are unbalanced, according to alot of players, because pure damage weapons clearly out class their status counter parts. main exclusion being the brandish weapons, their just strong period. so i devised this rebalancing. this is just for swords right now. i had planned on doing guns and bombs but i dont use either so i dont really know what they need. plus the gunner update is coming so ehh.
everything below is just a copy and paste i wrote this a while ago.
Weapon damages-
normal: normal weapons against the normal damage of specific weapons (elemental, piercing, etc.) will be higher due to the fact that you have 2 weapon slots.
elemental: elemental weapons will excel at elemental weak enemies, will deal less than normal weapons on elemental normal enemies(this will change to equal on some weapons based on certain factors), and weak against elemental resistant enemies.
piercing: piercing weapons will excel at piercing weak enemies, will deal less than normal weapons on piercing normal enemies(this will change to equal on some weapons based on certain factors), and weak against piercing resistant enemies.
shadow: shadow weapons will excel at shadow weak enemies, will deal less than normal weapons on shadow normal enemies(this will change to equal on some weapons based on certain factors), and weak against shadow resistant enemies.
split: for split damage weapons ive added to more groups( not as in shadow & elemental, or any other combination) but as percentages(not actual percentages, just for visual referencing) for those combinations. there is 25:75, 50:50, and 75:25 (only normal damage for the first number and any other weapon damage is the second number). non normal splits only come in 50:50 split.
split damage is based on if the weapon was normal damage.
lets say the levi deals 100 damage allround a brandish with...
a 25:75 split would deal 135 against what its strong against, 60 against what its normal against, and 30 against what its weak against
a 50:50 split would deal 125 against what its strong against, 75 against what its normal against, and 50 against what its weak against
a 75:25 split would deal 115 against what its strong against, 90 against what its normal against, and 75 against what its weak against
a pure specific weapon would deal 150 against what its strong against, 75 against what its normal against, and 10 against what its weak against.
Statuses- most statuses will stay the same + a few extra statuses. the extra statuses do not have the minor, moderate, or strong damage attributes, but will have the slight, fair, and good chance attribute.
stun: stays the same.(remove the immobilization you get from having negative stun resist)
immobilization: (upgrade from stun) this speaks for itself if you ever got hit by vana's hammer you know what i mean.
fire: stays the same.
incineration: (upgrade from fire) a higher damaging, faster ticcing fire, but has shorter inflict time(has an animation of fire on an oil spill)
ice: stays the same.
shock: lower the immobilization effect and tic speed when grouped
electricution: (upgrade from shock) has a higher immobilization than shock but lower than immobilization and has faster tic speed (damage may or may not be increased).
poison: stays the same.
venom: (upgrade from poison) adds an extremely slow ticcing but high damaging effect.
curse: stays the same
Swords-
ascended calibur/Leviathan: stays the same
cold iron carver/cold iron vanquisher: has an overall lower damage(lower than current difference) than leviathan, has the same damage boost over undead as current. the bonus to getting this sword comes in its charge. since it has a tornado swirling around it its charge will act like a vortex bomb (slightly weaker suction than the 3* version for cic and slightly stronger suction than 3* version for civ).
fire brandish line: stays the same 50:50 ele/normal split but charge is changed from the multiple inline explosions with knock-back to a single larger explosion hitting multiple times (i think the random number of hits should comeback as well, it would be 1-3-5) with no knock-back the only knock back will come from the initial swing of the sword on charge
ice brandish line: stays the same 50:50 ele/normal split charge is same as fire brandish line
shock brandish line: stays the same 50:50 ele/normal split charge is same as fire brandish line
night blade line: has and overall higher damage than the other brandishes(due to lake of status) has the same 50:50 shadow/normal split charge stays the same as current or can have the new charge but with no random)
hunting blade/WHB: is changed to normal/piercing split(75:25)and has damgae vs fiend high added to it (will deal the same damage to normal enemies, less damage to piercing resistant, and more damage to piercing weak enemies even when poisoned than vile striker/DVS.
vile striker/DVS: stays the same (DVS gets venom status).
swift flourish line: stays the same
rigadoon line: slight damage buff(and i mean slight) and has fair chance of causing moderate stun, good chance of causing strong stun, and a slight chance of causing immobilization for the 3*,4*, and 5* respectively
flamberge line: same damage buff as rigadoon line and has fair chance of causing moderate fire, good chance of causing strong fire, and a slight chance of causing incineration for the 3*,4*, and 5* respectively
snarb line: stays the same
spur line: cant speak on till 5* version comes about.
kamarin line: stays the same except 5* version for charge has fair chance of causing immobilization on first hit and fair chance of causing moderate stun on second hit
grintovec line: i was thinking of making this line split normal/elemental at a 75:25 ratio it will deal slighly more damage against ele weak enemies, slightly less damage against ele normal enemies, and noticeably less damage against ele resistant enemies than kamarin line.
avenger/DA: avenger will have a normal/ele split of 25:75 making it noticeably stronger against ele weak enemies, noticeably weaker against ele normal enemies(when compared to kamarin line), and significantly lower against ele resistant enemies. DA will be full elemental damage( will have the highest elemental damge of any weapon.)(DA's charge will rival GF's charge due to the multiple projectiles)
faust/GF: same as avenger/DA but will have a base line damage slightly higher than avenger/DA.(GF will be the highest damaging weapon in the game)
fang of vog: inlficts incineration instead of fire (will be the strongest weapon in the game)
end copy and paste
ok now for input, what could work, what doesnt work, what would you add/change. all input is welcome
"faust/GF: same as avenger/DA but will have a base line damage slightly higher than avenger/DA.(GF will be the highest damaging weapon in the game)"
"fang of vog: inlficts incineration instead of fire (will be the strongest weapon in the game)"
If that's not enough to convince you this Suggestion is terrible, I don't what is.