Gosh I’ve been so lazy lately I posted some stuff on my 2nd channel tho 🌞 Part Two ☺️ • Officer, I drop kicked... @AlsoArinxia Not sure where the audio came from but lemme know so I can credit them: OCS: Issac, Lia, Caleb, & Hayden
Officer he is correct, since a "heavy" weapon, with high damage and low speed, is so abysmally slow that in most normal situations, it is inefficient. However, there is nothing better for punching through thick armor. I have seen "heavier" weapons do 20+ damage through Plate (actually, Bone), even after the recent damage updates. Also, the one who initiates combat always swings first. With the evil blow a "heavier" weapon's strike causes, the battle could be decided with the first blow. Weapons with an even balance of speed and damage are pretty much equivalent in terms of performance vs. different levels of AR. These weapons have a fairly strong punch and an adequate speed; they represent an even balance between the "heavy" and "light" weapons. This makes them overall the most useful weapons against Ring or Chain-armored opponents. First strike is not as impressive, but impressive nonetheless, and doesn't come at the cost of great disadvantage if you miss. "Light" weapons, with a high speed and low damage, can be quite impressive defensively. While not very powerful in their bite, a successful hit has an excellent chance of interrupting an opponent's swing. All else being equal, fighters with these weapons have an impressive ability to defend themselves in a prolonged battle. The catch here is that if your opponent happens to be wearing full plate, you may not be able to do enough damage through the armor to put the battle in your favor. In other words it is pressure from the impact of how the atoms move in speed for the hand refering it to as a weapon.
When your goal is to kill the enemy, your objective becomes dealing as much damage as possible. Sure there might be nuances (like timing your attack so he doesn’t counter or something), but the general principal is you want to maximize damage output (you also want to minimize damage taken but that doesn’t ultimately win you the battle, to win you need to kill). And because you want to maximize output a lot of “interesting” mechanics can be rendered obsolete because they don’t deal optimal damage. For example, say an enemy is weak to fire, the choice to use fire becomes the obvious and critical choice. This also makes the decision to use a fire attack simple and while there might be other options available, they really aren’t viable options.
You might be thinking that different enemies have different damage type weaknesses gives the game variety - and it does, but it’s very shallow variety in my opinion. If an enemy is weak to a damage type, then you will just use that damage type.
Arin! Miri’s having a bad day🙁 i don’t know how to help. So join her stream. (I’m so sorry- i don’t wanna bother you. but your the only one that can make miri feel better in my opinion.)
When I got the notification and saw the name of the video, the first thing that came to mind and what I thought the video was going to say was: Officer I drop kicked that child in self defense Or some, idk.....
Man he smarter than me I I I nt know how to do rou ding and im o. Decimals right now but blame that on Jefferson Parish school systems because it sucks seriously