/ Sneak Attack (Damage inflicted by units increases) 2/26 [Forsaken Ruins] NORMAL Battle Conditions: Greatsword (Player two -
handed weapon damage increases) / Famished (Hunger progression speed increases) 2/27 [Deserted Mine] NORMAL Battle Conditions: Juggernaut (Player heavy weapon damage increases), Ashes to Ashes (Equipment degrades more easily)
Not exact matches
«These assault
weapons, etc. that are not used for hunting but when they fall into the wrong
hands can do tremendous
damage.
This is especially annoying when your
weapon gets knocked out of your
hand and you don't realise it so you keep fighting and doing barely any
damage until you notice that your sword is across the room.
Of the four classes are the Apprentice, magic user employing high
damage dealing elemental towers; the Squire, who takes the hordes with a sword while being backed by meaty blockades; the Huntress, with ranged
weapon in
hand and powerful multi-use traps; and lastly the Monk, support class extraordinaire, able to use both ranged and melee attacks and summon auras which apply affects or
damage over a wide area.
Two
handed weapons are slower but do more
damage and have a bigger cone of splash
damage.
On the equipment side that baffling card system is that so popular right now comes into play, so you can take a «
hand» of three cards into battle, two of which are deployable equipment and the third a buff of some description that can be activated, like better
weapon stabilisation or an Ion buff that lets your primary
weapon do increased
damage to vehicle.
They are the vanguards, which are the most basic and simple to use having medium armour and a large, two -
handed weapon that deals medium
damage.
Although there are a lot of different
weapons ranging from pistols, shotguns, submachine guns, and light machine guns to grenade launchers, dynamite, and
hand grenades, there aren't many noticeable differences in handling and
damage between each class.
Three Stances for each
weapons, seven types of
hand to
hand weapons, elemental
damage, magic and ninjutsu skills, and on top of that, something like 20 different guardian spirits offering different bonuses.
Each
weapon you hold in your
hands can be imbued with technomancy powers to add shock
damage at the cost of focus energy resource while upgrade slots allow for extra stat increases as you progress through the campaign.
For all but two on the roster, this included two
hand - to -
hand styles and a
weapon - based style, which allowed some, such as Kung Lao and Sub-Zero, to stab their opponent and slowly cause
damage until the end of the round.
Another thing taken from [i] Sons of Liberty [/ i] is the first person viewpoint, where you can press Z to get a first -
hand perspective of your surroundings, as well as aim your
weapons to get in a headshot, which kills guards instantly and deals heavy
damage to bosses, as well as disable cameras.
Unless you find a one -
handed weapon, you won't be able to use your shield in battle without periodically putting your
weapon away, and two -
handed weapons are either slow to wield, such as clubs and greatswords, or fast but offer less
damage per hit, such as spears and lances.
The Flagellant starts out with 22 HP thanks to his Sinner's Flesh armor, and deals a base
damage ratio of 3 - 6 with a 2.5 % critical hit chance using his
weapon, the
Hand Fashioned Flail.
Certain
weapons, like one -
handed swords, will focus on speed, while heavier
weapons will focus more on
damage instead.