Each weapon, in addition to the basic parameters (physical and magical attack), has hidden parameters that affect damage formulas, i.e.:
Critical Rate of a basic attack is expressed in percentage (%), which can be translated into a numeric value. For example, for the sword critical = 8. That means an increase of 8% in the chance of a critical attack when the sword is equipped. P. Critical Rate increased by 80.
Damage spread (random_damage) counts as a percentage (%) of absolute damage. For example, for a sword random_damage = 10. This means that damage from an attack by a sword may vary from 90% to 110% of the absolute damage values. This works for auto-attacks and all skills, except those using charges.
Weapon Accuracy (hit_modify) affects the accuracy of attacks. It varies for different types of weapons. For example, for a blunt type accuracy is above default, and for a spear - below default.
Weapon types are not divided into one-handed and two-handed. This is another parameter that affects the inventory slots.
Types of weapons are not divided into physical and magical, that is Great Sword B , Sword of Damascus B and Sword of Valhalla B are both "sword".
For paired (dual) weapons there are different categories with their own parameters.
Weapon Type |
P. Critical Rate (critical) |
Damage spread (random_damage) |
Weapon Accuracy (hit_modify) |
---|---|---|---|
sword (one-handed sword, two-handed sword) | 8 | 10 | 0 |
dual (dual swords) | 8 | 10 | 0 |
blunt (one-handed blunt, two-handed blunt) | 4 | 20 | + 4.75 |
dualblunt (dual blunt) | 6 | 20 | + 4.75 |
dagger (dagger) | 12 | 5 | - 3.75 |
dualdagger (dual dagger) | 12 | 10 | - 3.75 |
pole (spear) | 8 | 10 | - 3.75 |
dualfist (fists) | 4 | 5 | + 4.75 |
bow (bow) | 12 | 5 | - 3.75 |
crossbow (crossbow) | 10 | 10 | - 1.5 |
rapier (rapier) | 10 | 40 | - 1.5 |
ancientsword (ancient sword) | 8 | 15 | + 2 |
etc. (book and unused weapons) | 8 | 10 | 0 |