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Swords - hidden bonuses or just generally worse?


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14 réponses à ce sujet

#1
GODzilla

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A story quest recently gave me a "Masterwork Wave Sword", a tier 2 scematic. I already have a normal tier 2 axe scematic and...it is better. Much better! I can craft the axe with 148 dps, the sword only gets 129 dps.

 

So I wonder...are there some hidden advantages, like...

 

  • higher reach, because swords are generally longer?
  • faster swing?
  • more bleed?

 

Or is it just so that swords are generally worse compared to axe and other blunt weapons in the game?



#2
mesmerizedish

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I can't answer that off the top of my head.

But, don't just look at DPS. Look at the actual damage value, because that's what affects ability damage. It's possible that swords might swing more slowly but do more damage per strike. It might end up with lower DPS (which is only a measure of basic attack damage) but harder hitting ability use.
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#3
GuyNice

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Once you get some stamina regeneration abilities/passives (like challenge+) and gear (+stamina increases your max stamina AND regeneration, since it is a fixed % from max per sec), having higher damage per hit (which swords do) becomes more important, since that's what your abilities take into account in the damage formulas. So if you build your warrior around it, swords become better despite the lower listed dps.



#4
veevoir

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Once you get some stamina regeneration abilities/passives (like challenge+) and gear (+stamina increases your max stamina AND regeneration, since it is a fixed % from max per sec), having higher damage per hit (which swords do) becomes more important, since that's what your abilities take into account in the damage formulas. So if you build your warrior around it, swords become better despite the lower listed dps.

^ Swords having higher base damage is a speculation or a fact? Can't even check their base damage when crafting, it only shows DPS.

If that is true - there are advantages to them. But I don't think those advantages are enough, as warriors spend a lot of time swinging autoattack...



#5
GuyNice

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It's a fact and it does show the base damage, once you select a crafting component. At least on PC.


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#6
Selea

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If that is true - there are advantages to them. But I don't think those advantages are enough, as warriors spend a lot of time swinging autoattack...

????
S&S warriors spend the most time using skills since they have 3 with low CD. A Templar S&S practically almost never auto attacks with all the burst abilities and combos.



#7
GODzilla

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You are right. The 128 DPS sword does 119 basic damage, while the 145 DPS axe does only 99 basic damage. The higher the skill-based damage factor is, the better the sword.

 

Thanks for the heads up, folks. :)



#8
szemyq

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^ Swords having higher base damage is a speculation or a fact? Can't even check their base damage when crafting, it only shows DPS.
If that is true - there are advantages to them. But I don't think those advantages are enough, as warriors spend a lot of time swinging autoattack...


Even if they would, a sns warrior will not do significant amounts of damage even with a higher dps weapon, but your shieldbash, especially upgraded will destroy a lot more guard with a higher basedamage weapon.

#9
veevoir

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????
S&S warriors spend the most time using skills since they have 3 with low CD. A Templar S&S practically almost never auto attacks with all the burst abilities and combos.

Once you become a high lvl Templar S&S that is. A lot of time is spent in the game with lower skillpoints builds, where S&S points go mostly into passives, leaving those 2-3 skills to use.

But you're right - I might have overestimated the difference it makes, even between riposte and shield bash S&S can spam skills quite often.
 



#10
Melkezine

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I would still use an axe or a mace on a Templar.
With Flow of Battle and the upgrade for that damage increasing aura Templars get, a faster weapon is clearly better than a slower one, even if the slower one has more weapon damage.

#11
Adrianna

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for tanks a blunt weapon will always be better than a sword for one simple reason... guard on hit mods... blunt weapons swing faster than a sword so if your using guard on hit to regen guard a mace will always be better than a sword for tanking purposes.

#12
GODzilla

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for tanks a blunt weapon will always be better than a sword for one simple reason... guard on hit mods... blunt weapons swing faster than a sword so if your using guard on hit to regen guard a mace will always be better than a sword for tanking purposes.

 

...once you get that.

 

Until then I think the sword is better. My tank is primarily there to bind enemies and absorb damage. When she / he then hits once in a while, with a skill based attack, it's better to hit hard I guess. ^^



#13
Swin

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It really depends on your build and what skills you take. If you have a lot of bonus that work on hit, or from critical hits go for faster weapons, if you don't higher base damage might be better.

 

I'm more confused about the mauls in this game, I can see little use of them verses greataxe/greatsword unless you play with FF on. The miss a lot due to slow attacks in a smaller arc, have the same base damage as the other two (but not AE) and are slower...


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#14
Mushashi7

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It really depends on your build and what skills you take. If you have a lot of bonus that work on hit, or from critical hits go for faster weapons, if you don't higher base damage might be better.

 

I'm more confused about the mauls in this game, I can see little use of them verses greataxe/greatsword unless you play with FF on. The miss a lot due to slow attacks in a smaller arc, have the same base damage as the other two (but not AE) and are slower...

.
Exactly. Twohanded weapons are slower. You might get smashed before you even hit anything. They are a waste of time.



#15
GODzilla

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Well...some things are just "cool" I guess. I tend to choose better looking gear over more powerful gear tbh. And I alyways play with FF on, despite the risk. I disable AEO spells so I can manually choose where and when to use. But...I have yet to try and pair the Iron Bull with another close combat NPC. Guess without micomanagement - keeping the two seperated, fighting different enemies - this wont bode well. Still, I'd like the challenge and would never disable FF.