For a 5* 2 swing weapon, it has a rather weak charge. Give it back its spikes from Khorovod before it was patched, makes me feel more safe when using it, [and please, not just a decorational freature like the current one has], either that or increase the hit box size of the charge when it contacts with the ground. current one is nearly impossible to hit anything that isnt standing 2cm away from you and your sword length when you swing your sword down
Sudaruska Charge attack
What was the reason? Too OP? dosent the charge attack of divine avenger seems more OP? and its a good reward for upgrading it to 5*, or at least make the damage 2.5x of the normal swing, current damage does 106 on charge and 64 -76 on normal hit in tier 1, swords like DA hits for 654 on charge in tier 3 and 300+ to 400/500+ with normal hit, in FSC, [in comparison to other swords of similar 2 swing series] as it dosent have any special things about its charge, either up the damage output or give us back the spikes. DA has 3 swords flying out, Faust has 1 big sword flying out, The current charge attack is pathetic seeing how long it takes to pull it off and how little damage it actually does [i havent brought it to FSC yet as i just crafted it]
I brought it into FSC, and found out the charge does 100 damage lesser to slimes then my Divine avenger does, without any UVs, it does 400+ damage while my DA does 600+ [inital hit, not counting swords] it needs a serious buff in damage potential or i am just gonna drop it for a gran faust
Keep in mind that the Sudaruska does normal damage, while the DA has an elemental component. All monsters have a slight normal damage resistance along with some kind of defense value.
Also, how are you getting 600dmg? My DA barely does over that on undead.
Charge attack, when the knight releases the sword, it does 600+ damage, the proceeding phantom blades that appear do 150 + and pierces enemies, this is of course without any damage UV or gear. You only get to see and deal this damage if your standing right next to a zombie when you unleash your charge, other than that you cant deal such an amount
Exact damage is 586 on slimes for me, my sudraska isnt fully leveled yet so i will just have to wait and see, if it dosent do at least 500 damage come lvl 10. might as well trade in for another sword and write it off as useless
I understand its a charge attack, but when I'm doing FSC runs thats similar damage to what I do against zombie. And thinking about it, forgot about dmg trinkets.
Star, the point of this thread is to state that it lacks power, The other two lines sword, minus the triglav all have an inital hit for about the same damage [actually no, they are higher even when they are supposed to do lower normal damage to neutral enemies, e.g DA on slimes ] but are closely followed up another form of attack which does additional damage, being a 2 swing sword it already has disadvantages when it comes to speed, Been wearing ancient set lately, its slower than my granny walks now. but thats not the point, the point is that the reason its not a popular sword is because the damage output is extremely low, and the charge attack is extremely lame and pointless to use, giving it back its spikes will allow it to cause more damage and making people feel like using it more often. Or perhaps it can be like a small shockwave of spikes [like the snarby does when it burrows under ground] that spreads out in a slight angle
I don't think you've ever seen Dogrock using his Sudaruska then. The Sudaruska does it's best when you use the knock back and time your swings. You own one so that's preaching to the choir though. So I'll go into the reasons that I've seen for why they wouldn't allow the Sudaruska to do as much damage as you'd like.
Normal type weapons are supposed to be place holder weapons. They're a catch all sub-optimal weapon that has no real weaknesses. A DA does normal/elemental damage split. Of course it handles 4 of the 6 monster types well and does absolutely terrible against the other 2. The only thing that keeps it from being atrocious against beast/gremlin is the fact it's of two damage types specifically normal.
They give the option for multiple weapon slots so you can optimize your gear. If one sword which is neutral to all monster types did a lot of damage as opposed to typified damage which receives bonuses, there would be no need to actually use anything else. The incentive is that to have multiple slots you do more damage than the other guy who wants to use a normal weapon so he doesn't need slots.
They don't want you to have one weapon that trumps all the others. There would be no need to purchase weapons slot, less revenue. As of now it seems that having a DA and a GF covers all the major baddies in terms of covering your bases. Two weapons as opposed to the one.
One thing I can agree with you on, is that the charge attack is very high risk low reward. I don't know why they took the rock animations extra attack spots out but they did. Lamenting it now I think will do nothing. But the damage could be higher. Even a 25% boost to the charge attack's damage would make up for the awfully large windup time to the actual attack. It makes you feel very vulnerable and makes it very risky to use on turrets without fairly spot on timing and dodging.
As for using it? I'm a fan of the Triglav. Utilized properly things can't get near you. But that can be said of all the 2 hit sword lines. But the knock back for the weapon is it's real boon. It really is a god send to clear out a group in front of you with your combo and get yourself some breathing room.
Divine avenger does that, was better off not crafting, though i am not sure is the range longer than my DA? and does it take more time to swing then a DA? doubt it but yeah it kinda looks longer [probably fooled by the sword length]
My threads die quickly.. horray!! bump....
Oh man spikes sound awesome. :O Like if it created stalagmites. I didn't get the sword until recently so I have no idea what this thread is talking about but I wish I did. ;o;
P.S. I agree at the very least the charge attack needs to be buffed in some manner.
Before the collesium was added, a few weeks before it actually, dont ask me for the date. There was a silent nerf for the 4* variant of it [at that point of time there wasnt a 5* varaint of it] . The charge attack used to have spikes which pop out of the ground in a small radius behind and in front of you where the sword hits, after the update everyone thought they removed the spikes from 4* to put it in 5* but the truth was sader than what we thought.. i recently decided to upgrade my kohorv but i wasnt reading threads about the spikes not being in 5* i guess. It is currently the most useless 5* sword when its supposed to be a great sword.
great sword? i dont think it ever was a great sword but it is a greatsword type. it should still cause stun that is at least something
it has the exact same charged attack as the heavy hatchet except for damage and graphical effect while other swords of such teir have abilites linked to their charged attack that make them that make them seem less like cheap attempts to recycle dead end 1 or 2* weapons for higher teirs . But granted the slow charge attack animation which got me killed more often than the faust I don't think they wanted the charge attack to be used often.
they removed the spikes for a reason think about that