• Weapon damage calculation starts with base damage.
• Weapon speed, heavily influences the damage you deal. (50-150%)
• Quick attacks that were not pulled back fully may deal up to 50% less damage.
• Weapon damage types may positively or negatively affect your final damage.
• Any armor you hit subtracts their defense % from the final damage.
• Most weapons have blunt/nonoptimal areas such as the pommel which only deal 20% of the damage.
• By default Aspirants have only 100 HP making them very fragile when unarmored.
• Armor is the main way for Aspirants to negate damage.
• Each piece of armor only defends whatever slot it covers so buy accordingly.
• Each armor piece has a defense up to 100 (percent damage reduction).
• An armor’s defense represents how much % damage this armor will resist when it is hit.
• Any damage a piece of armor resists is subtracted from its durability or ‘HP’.
• Damage types may change how damage is affected by armor.
• Slashing: +25% bonus damage vs unarmored parts. Chance to dismember.
• Cleaving: +50% bonus damage vs shields Extra chance to dismember.
• Piercing: 35% of damage ignores armor.
• Blunt: 25% of damage ignores armor. Extra knockback.
• There are three weapon classes: light, normal and heavy.
• Classes influence overall knockback: 50% (light),100%(normal) and 200%(heavy) knockback, respectively.
• Weapon classes help determine what happens when a weapon hits another weapon in mid-air, or when one is blocking the other.
• When a light weapon blocks a heavy weapon, the blocker is stunned.
• When two weapons hit in mid-air, whomever wields the lighter class is stunned.
• Weapon classes clashing determines the chance of disarming.
Stats & Skills Guide – We Who Are About To Die