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This game uses low numbers for everything (first boss has like 12 HP at Normal difficulty), it's not like others where you deal 500 damage and things like that, but with the right combinations you can do greater damage, even oneshot bosses if you know how.
In the pause menu you can check your stats. Keep in mind that the Sword of the Necromancer uses magic to deal damage as it has the "Magical Damage" attribute. Tama's Magic doesn't grow much, so you'd better go with other weapons that use Strength or improve Magic by equipping items with Magic +X attributes.
You can use the Forge to customize your weapons if they have free attribute slots.
About elements, it goes like this
Fire <> Ice
Thunder <> Wind
Dark <> Light
So if you see a white enemy (light element), you can hit it for more damage with the SOTN as it has Dark Element, for example.
Keep in mind that some enemies can have Resistance and Weakness to certain elements as an attribute, and that is added to is "natural" resistances, so for example if you meet a Light Element enemy with Dark Resistance attribute you will hit for neutral damage.
Also, enemy's Defense stat will reduce the damage they receive, with some enemies having more than others. Charge attacks can help bypass this Defense.
If you want to deal more damage since the beginning, you can also use monster summons, as they have a higher damage output at the cost of not being able to control them. Check the manual (pressing F1) on "Charged Summons" to learn how to get the most of them.
When you play in hard, enemy monsters have a higher Rank than usual, which means they will gain at least one extra attribute which could be a Resistance, for example. Some can also have more Defense due to their "level up". I'd reccommend playing in Normal first.
Anyway don't expect dealing thousands of damage with regular attacks in this game. For the record, one player managed to deal over 2000 damage to the second boss using a specific set and combining several effects, but that was because the player went for it, not normal gameplay. The game is designed around small numbers, so hitting for 3 is a big deal (for example).
I hope this helped you and answered your questions. If you have any other doubt, I'm more than glad to answer.
Regards
I think there is one question that wasn't quite answered which is why the charge attack which has an animation lock deals the same amount of damage as a basic swing. The other stuff I can see how it's balanced for the most part(although I do think some summons have way too little health).
Foe example, SOTN's Charge Attack is a stab that has increased chance of Critical Hit, while a Labrys's is a Spin Attack that can destroy enemy projectiles. Halberd Charge Attacks have a bonus of damage, while Pikes are thrown and guarantee a critical.
Also, some attributes apply only to Charge Attacks. The SOTN has a "Despair" attribute, which means that Charge Attacks do more damage when health is low. By equipping other Weapons or Relics you can have other effects on Charge Attacks, like Drain (restores health when landing a Charge Attack) or Magic Buff (Magic +5 for 5 seconds when landing a hit).
Ans lastly, charging the SOTN lets you perform a Charged Summon. With the SOTN fully charged and at least 3 Soul Points, if you keep pressing the SOTN button/key and at the same time you summon a monster, the monster will appear performing an attack (which has an increased chance if critical).
This is useful for monsters like Champimbomb, so they plant a bomb right where you want, and Restorebbit, to heal on the spot without having to wait.
You can check the game's manual pressing F1 while playing. Anyway, we wanted people to experiment and find things by themselves.
Summons have the exact same stats that when they are enemies. You can increase their health by levelling the monster up (they get more health with each Rank and they could even gain a Heart +X attribute by chance)
Kind regards!
As it stands it's basically useless apart from some specific builds.
What's the point of increased crit, when the crit still deals less damage than a basic combo?
I haven't figured out a purpose for them with the sword (since it's fully upgraded) but for other weapons you can upgrade, some of those upgrades have effects which only take place when you do a charge attack.
I figure that makes the most sense for something you'd need to charge to use anyway, like the arrow. The difference in attack animation (stab vs slash?) doesn't seem worth it in other cases, except for upgrade abilities.
Even then, something like "I can do double damage with a charge hit" doesn't seem that sexy when you could've got three normal hits during that charging time.
>Summons are super useless. They die instantly and lock you out of an equipment slot... then again equipment seems pointless as well.
I think that depends on the summon. You lose most of them if you take a fire-and-forget approach so you need to groom them to higher levels, like unsummon if they're about to die, restore them with rabbits...
I found the Dullahan most useful since their armor allows them to tank very well. Dropping a trio of Dullahans on the boss is what let me beat the Prologue boss.