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Een vertaalprobleem melden
There are few split damage weapons that are ok even for pve because of the way damage is calculated in this game. Faith has both darkmoon and sunlight blade in it's arsenal making it more versatile than int in a way.
Divine Weapons are stronger against skeletons and cause necromancer-revived or Nito-revived skeletons to die permanently. That's their strong side. However, they do perform remotely well in the areas where other weapons with split damage would also perform remotely well.
In my opinion Crescent Axe is actually a good weapon, and Dragonslayer Spear has some very good scaling so it's worth using on higher levels. Definitely agree on Astora's Straight Sword. Grant is as fast as every great hammer so whatever.
Because
A: Gotta have something in hand while working your way up to +15 weapon dankmoon/sunlight blade.
B: Unique weapons are cool
Thanks, bro, for that, but the problem isn't divine weapons, it's unique faith weapons.
As in, "picking up a random claymore and making it a +10 Divine Weapon is loads better than using Grant".
I was being very specific with my topic title.
Also, there's no unique occult faith weapon. You do have Velka's Rapier, but that's an int weapon with an occult modifier (which is pretty cool, I'll admit)
Another thing is that pretty much any boss, dragon, or twinkling titanite weapon ends up either inferior or barely rivaling the equivalents of +14/+15 normal weapons. (almost) Anything that only upgrades to +5 is worse off than stuff you can both buff and upgrade to +15 in the long run.
In case of unique faith weapons, Grant and Astora's Straight Sword are inferior to regular weapons (as many +5 boss and Twinkling Titanite weapons are, eventually), Crescent Axe rivals related regular weapons (as the rare, occasional +5 weapons are to +14/+15 equivalent weapons), and Dragonslayer Spear has a lot of potential but it needs time to bring it out (sort of like Artorias' swords).
I don't know how exactly the holy damage is calculated (is it added onto the damage as its own AR, or does it serve as a multiplier for the rest of the damage?)
Though to be honest, comparing a Crescent Axe +5 with a Divine Battle Axe +10 (which felt like the only fair comparison), it seems that the Crescent Axe has slightly worse base damage, but better scaling. Though it also weighs more.
Divine Battle Axe +10 - 160/195/0/0 (110 Holy) D/E/-/C, 4.0
Crescent Axe +5 172/172/0/0 (120 Holy) - D/D/-/B, 7.0
However, as far as base damage goes, the Divine Battle Axe is better when facing opponents that aren't skeletons, crow demons, or those "Masses of Souls" found in the New Londo ruins. Hmm.
(Of course, the Dragonslayer Spear doesn't have Holy damage at all)
Issue with comparing the Crescent Axe to the Battle Axe is that while it is the most fair comparison, it doesn't take into accord two factors :
- Reach (Crescent Axe does have a better reach)
- Effort ('is it worth making weapon X if I have weapon Y?).
Crescent Axe can be brought up to +5 soon after you get it since both Anor Londo and Crystal Cave provide one with plenty of Twinkling Titanite.
On the other hand, getting a weapon to +10 Divine requires a white slab, which are significantly more rare, and plenty of white chunks. The Crescent Axe is one of those cases where a Twinkling Titanite weapon is often actually good enough to be used for whole game in instances where such a weapon might be useful.
Of course, when making an optimized end-game / PVP build, it'll be rare to see it over an actual +15-equivalent axe.
Well, the attack speed being slow is normal, yeah.
The annoying bit is how slow the WoG effect is. Especially with how telegraphed it is.
And the fact that you can only use it three times before your weapon is "at risk".
Well, that's why on buiilds with those types of gimmick weapons I carry lots of repair powders so I can spam the "weapon arts" to my heart's content. I think with Wrath of the Gods it's about baiting people into coming closer while you do it, so you probably need some poise to benefit at all from it.