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Axes Are A Little Too Similar To Swords; Should Deal Impact And Slash


NikolaiLev
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Right now, there's very little difference between the Gram and the Scindo.  Axes and swords, for some reason, use the same stances, despite axes being more similar to hammers in practical use.

 

In reality, war axes were used to inflict push-cuts and were seldom as sharp as sword blades, meant for slicing.  This meant that due to sheer weight, they inflicted more blunt trauma than swords, though obviously less than hammers and maces.

 

So, the Scindo (and dual zoren, cleavers, etc..) ought to deal a combination of Slash and Impact, in approximately equal proportions.  Think weapons like the Soma, which deals 4 puncture and 5 slash.  We should have more of those, and this is an opportunity for that.

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i agree

what more can i say?

oh, yeah

most melee weapons are mainly slash, so some variety in these stats should be important, so impact and slash on axes sounds like a good idea to add more variety

also, adding puncture+slash to schytes, look at hate, for instance, it looks like it could pierce trough diamond!, goes also to kamas, reaper, etc
 

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On the subject...why do hammers like Fragor (and pure staffs like the Bo for that matter) do ANY Puncture and Slash damage? They should only be doing Impact.

 

For that matter, the Fraggor's Brokk skin ought to allow the weapon to do an equal amount of Impact AND Puncture. Putting a good amount of mass behind those spikes would surely allow it to punch through armour as well as dent it. That's what Morning Stars did to plate armour in the Middle Ages. So with that in mind, the Brokk really ought to be able to turn Grineer into tenderized steak.

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On the subject...why do hammers like Fragor (and pure staffs like the Bo for that matter) do ANY Puncture and Slash damage? They should only be doing Impact.

Because "puncture" doesn't necessarily mean punching a hole through something. It means good against armor. Blunt weapons (at least hammers and maces, maybe not staves but hey, they are made of metal) are made for getting past armor and causing internal bleeding. Same for impact and slash actually, "impact" just means it's good against shields, which has no real-life equivalent so we have no idea what should or shouldn't do it, although the knockback effect does give more of an indicator for it being blunt weapons and large-caliber guns that have stopping power.

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It always disappoints me how the majority of games just lump axes, swords, and warhammers all in one category with the same movesets and very little if any difference in the way damage done by them is calculated.  

 

Axes were designed for durability, to be lower cost, and to have more options when defending or parrying.  The shape of them can let you "hook" onto an enemy's weapon to disarm him or move it out of the way for you to get the killing blow.

 

Or if you are a Viking Berserker(actually existed IRL) you can just swing your axe around like a mad man and just scare the crap out of everyone.

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It's puzzling why the Magistar deals almost pure Impact, when it's a flanged mace (and appears to have fairly sharp edges), compared to the Fragor which is a large flat surface.

 

The damage spreads weren't thought out very well at damage 2.0.  Let's hope they get some more attention.

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