I think skitarii powersword need buff

yes ,very slow

how did you manage to get 4 dodge count?

Seems to be a bug with NumericUI, its 3, not 4, but at least its not 2. Tbf, when dodging the 4th dodge still feels “normal”, hard to measure distance precisely, but its the 5th dodge which feels shorter.

no it dont have 4 dodge

Based on testing, the 4th dodge is full distance so I would trust Numeric UI.

so it sort of has a “secret” hidden 4th dodge?

Yeah, I felt like it was full distance, its the 5th dodge which is noticeably worse.

It’s sort of a classic Fatshark’s…discrepancy :laughing: Dodge distance isn’t bad either, especially for a power sword.

Yes you have 1 dodge more than the game tells you, classic fatshark.

exhibit 230985 of why giving weapons stat bars was a mistake, they lie to you sometimes

This is your modded dodge counter tracking an old rounding error btw.
This was fixed when they implemented the formal dodge counter into the base game.

I considered that being the case also, with the past rounding errors in the game. Does that mean we have 3 or 4 dodges on MPS? The 4th dodge still doesn’t feel bad, but it could be just placebo. I have no way of measuring distance well with current mods, but the 4th dodge seems to travel the same distance.

I was kind of curious so I tested it (this is a 78% mobility MPS because I haven’t maxed my MPS mastery yet, call me lazy I guess). The max effective is 3, 4 is worse and 5 is worse by the same amount again. I thought dodges would degrade multiplicatively but they seem to decay linearly so that is interesting at least.

This is excellent. Thank you for doing better tests than I did :slight_smile: is dodge #6 worse again or the same as #5?

It does seem that way. (Camera position is slightly off in each test due to the camera freeflight mod not being perfectly consistent)

This is dodges 4-8 each one seems to be about the same amount worse from the last so it seems like dodge degradation scales linearly after the initial dodge limit.

Also I don’t think there is a sound that is more stuck in my head at this point, surprisingly clean water for how much the rejects complain about the smell.

Perfect. Thank you for doing this. Good to close the book on this issue.

Time to edit some mods.

I’m sorry but most of you are wrong about the moveset, it is amazing and synergises extremely well with certain talents. It takes time to learn and master as not only does it have a complex moveset, you basically have a third attack button in the special. It hasn’t left my hands since I picked it up (extreme bias warning) :smiling_face_with_three_hearts:

Combo’ing between single target and horde rotations is very fluid once you grow comfortable with it. The stabs are good but IME the most damaging attack is the heavy strikedown. Bug or no bug it gets the job done against anything that isn’t a Crusher or a boss (I suppose you’ll kill anything eventually but the damage isn’t stand-out).

Horde combos are diagonal strikes which is less than ideal, but balanced imo. They are easy to enter via L1, L2, or push + H1 (not push attack!), or push attack + Light + Heavy. This has synergy with the push + cleave talent, and +impact on push talent. Once you’re in horde-mode just alternate (charged) heavy + light. It’s actually very similar to the Ogryn stabby knoife in this regard.

Charged heavies in your horde combo make all the difference, you really need that cleave! Plus it feels super crispy to bbq heretics, and if you’re careful you can execute fully charged heavies into hordes reliably.

The diagonal cleave attacks make you a stair master (seriously, game-changer for weakspot cleaves) :laughing:

You can one-shot muties to the face with charged h1 (easily attainable at all times with block cancel) and minimal investments.

The charged attack is basically heavy weapon mode. ““QoL”” be damned, the slowdown and multiple charge states (and accompanying S/VFX) makes you feel like a complete badass (if you’re doing it right). The slowdown promotes tactical play and introduces a drawback which means you really gotta think on your feet if you want maximum power. Like good weapons should, imo!

The uninterruptible heavy attack perk is also very nice, plus stun resistance (although you can get by without if you’re good at dodging). Stun immune is probably better since you can still be interrupted while using your heavy attack, just not charging it, but it’s no Thy Wrath…

The unpowered weakspot damage feels really good, unlike power sword which feels like a paddle. I like that it’s a functional weapon PLUS blue power, so you can use it strategically.

Speaking of weakspots it synergises well with weakspot talents and having aim in-game (seriously you gotta click the heads with this one).

Anyways I could probably go on, but if you are ragging on the moveset and HAVEN’T spent a good amount of time with the weapon, then your opinion might need a software update :grin:

It just needs to sound meatier. That wimpy slap noise should be exclusively on unpowered vet sword to let you know how useless that state is.

This should use the slashing sounds from devil’s or preferrably a new entry. Just make it sound killy.

The awkward attack pattern can be worked around, but the damage is pretty low. The charged attacks feel really weak!

It also needs a movespeed / dodge buff. For some reason it’s being treated like a heavy weapon when it’s certainly not one.

The range also seems… low? Especially on the stabs.

Don’t buff both lol, just either damage or mobility.

It have nearly the same mobility as Vet’s power sword I think but not quite the same in term of melee powerhouse currently. When the fix come I could see it being good if the damage boost is substantial.

I’m more comfortable with Transonic Blade rn, that thing could dominate in melee even without any help from Chordclaw.

Arc Maul is also nice but I really hate the huge slow down on heavy, especially when it’s the main combo for clearing horde.

both mechanicus psword and transonic blades are currently bugged

mpsword

  • first target damage & finesse don’t properly apply to powered attacks

transonic blades

  • cleave efficiency does not properly modify cleave damage for 2nd target & beyond