Weapon Attachments: Difference between revisions
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values need balanced, 5 on everything is placeholder | values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up. | ||
==Melee== | ==Melee== | ||
Revision as of 03:06, 14 March 2025
values need balanced, 5 on everything is placeholder. My thoughts are that special ammo and poisons will just function as weapon attachments that change the damage type of the weapon (fire/cold/poison/energy) until the charges are used up.
Melee
- Weighted Pommel (Dagger, Knife, Club, Sword, Rapier, Maul) - HCI 5%
- Basket Hilt (All Non-Wrestling) - DCI 5%
- Whetstone (Bladed and Piercing Weapons) - +5 Base Damage
- Barbed Wire Wrap (All Non-Bladed and Piercing) - +5 Base Damage
- Spiked Knuckle Bow (Sword, Rapier) - 5% Reflect Damage
- Balanced Haft (Axe, Hammer, Spear) - HCI 5%
Ranged
- Bayonet (Rifles, Shotguns) - DCI 5%
- Scope (Rifles) - 5% HCI
- Gun Oil (all firearms) - 5% Swing Speed Increase
- Weighted Grip (Pistols) - 5% HCI
Special Ammo
??
Poisons & Toxins
??