I am still confused about weapon flags and damage stats. I know it has been answered before, but I still have issues.
That's good. Right? Maybe? Possibly? I am not sure, so I post a shit ton of questions here. Any clarification is appreciated.
So, what about weapon flags:
Light: I actually understand this, you can dual wield 2 light ones.
Two-Handed: opposite of above, you can't have anything in the offhand with it.
Bladed: ITS A BLADE! Ok, cool. Does it do anything else?
Thrown: Does this remove the accuracy penalty against flying enemies?
Ranged: Fairly simple at first. Bow'n Arrow, can hit flying stuff, can use ranger abilities. Good choice if you are struggling against harpies. But what makes me want to use Bow'n Arrow besides that? Does it produce less threat? Currently it feels like a choice which makes sense for thiefs/warriors, because the other classes have access to ranged spells and do not hit as hard. Like, not really worth it for my charmer.
Heavy: Seems to penalize my initiative. So if I have 2 weapons with equal damage, and one with the [heavy] flag, the heavy one would be strictly worse, right?
CATALYST:
Ok this is a big one. You can cast spells without a catalyst. They tend to add to spellpower and/or spellattack, but this is not bound to the flag itself. AFAIK the catalyst add something when you crit, right?
Physical Damage types
Here I am lost. I presume there is no special thing behind dmg types like 'Blight' except specific weaknesses of enemies. Right? But then there is also crushing and penetrating. Is there a a reason to favor one over the other? Are some enemies weak to it? If so, how do I find out?
Resolve damage types
I have a faint idea. Some enemies are immune to tease, (and probably also to drug/pheromone tease dmg), but they would not be immune to 'pure' mental damage. So in a sense, mental damage is 'raw' damage that targets resolve damage directly. Right?
Making things worse with combinations
So putting everything together I got confused when playing around with my charmer (eh). I have put everything in Agility, Willpower and Presence, level 5. Its understandable that hitting things hard was not the forté of this character, so I tried charge weapon, comparing 2x daggers, 2x Flaming Daggers, and Shortsword + Offhand Orc Catalyst thing. All three combinations landed similar damage on Leutenant ?Lieve? (the marked mercenary woman with the horse). The only thing that was making sense was the initial AoE of Charged Weapon, the more spellpower I had, the more damage it did. But I was expecting the Flaming Daggers to Out-Damage the normal daggers significantly.
Was this due to the fact, that the flaming daggers do give +5 spellpower, but have a lower physical damage (20) compared to the normal dagger? Does this mean charge weapon works off of penetrating/crushing damage, and does not affect fire?
Does this in turn mean, that a high strength character benefits more from a weapon with high crushing/penetrating damage? Because attack power increases only that part of the weapon?
Special Effect: All Tease Damage you deal is converted to Pheromone Damage instead.
That's good. Right? Maybe? Possibly? I am not sure, so I post a shit ton of questions here. Any clarification is appreciated.
So, what about weapon flags:
Light: I actually understand this, you can dual wield 2 light ones.
Two-Handed: opposite of above, you can't have anything in the offhand with it.
Bladed: ITS A BLADE! Ok, cool. Does it do anything else?
Thrown: Does this remove the accuracy penalty against flying enemies?
Ranged: Fairly simple at first. Bow'n Arrow, can hit flying stuff, can use ranger abilities. Good choice if you are struggling against harpies. But what makes me want to use Bow'n Arrow besides that? Does it produce less threat? Currently it feels like a choice which makes sense for thiefs/warriors, because the other classes have access to ranged spells and do not hit as hard. Like, not really worth it for my charmer.
Heavy: Seems to penalize my initiative. So if I have 2 weapons with equal damage, and one with the [heavy] flag, the heavy one would be strictly worse, right?
CATALYST:
Ok this is a big one. You can cast spells without a catalyst. They tend to add to spellpower and/or spellattack, but this is not bound to the flag itself. AFAIK the catalyst add something when you crit, right?
Physical Damage types
Here I am lost. I presume there is no special thing behind dmg types like 'Blight' except specific weaknesses of enemies. Right? But then there is also crushing and penetrating. Is there a a reason to favor one over the other? Are some enemies weak to it? If so, how do I find out?
Resolve damage types
I have a faint idea. Some enemies are immune to tease, (and probably also to drug/pheromone tease dmg), but they would not be immune to 'pure' mental damage. So in a sense, mental damage is 'raw' damage that targets resolve damage directly. Right?
Making things worse with combinations
So putting everything together I got confused when playing around with my charmer (eh). I have put everything in Agility, Willpower and Presence, level 5. Its understandable that hitting things hard was not the forté of this character, so I tried charge weapon, comparing 2x daggers, 2x Flaming Daggers, and Shortsword + Offhand Orc Catalyst thing. All three combinations landed similar damage on Leutenant ?Lieve? (the marked mercenary woman with the horse). The only thing that was making sense was the initial AoE of Charged Weapon, the more spellpower I had, the more damage it did. But I was expecting the Flaming Daggers to Out-Damage the normal daggers significantly.
Was this due to the fact, that the flaming daggers do give +5 spellpower, but have a lower physical damage (20) compared to the normal dagger? Does this mean charge weapon works off of penetrating/crushing damage, and does not affect fire?
Does this in turn mean, that a high strength character benefits more from a weapon with high crushing/penetrating damage? Because attack power increases only that part of the weapon?