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And for me, the normal daggers are in all aspects (at least a little) better than the punching daggers.
The only thing against the regular daggers would be if you don't like the back flip. Or RP reasons. But then, from a damage perspective, a short sword or katana would still make more sense than the punching daggers.
What remains would be the consideration of giving it as a weapon for a thrall. Since the lack of back flip is very desirable for a thrall.
But from a damage perspective, strength-based weapons would make more sense here. And a cripple weapon would also make a lot more sense than the bleeding of the punching daggers. Because cripple pulls the agro of NPC opponents much more effectively.
Unless your thrall is actually a dancer that you're bringing in for the entertainment and want to keep him out of combat Because of his few life points. Then you don't want the thrall pulling the npc agro. And then bleeding really makes more sense than crippling.
But right then, you'd probably also want the Thrall do back flip, just so he's constantly retreating from combat. So again: the normal dagger makes it more useful than the punching daggers.
What I want to get to the point with the many explanations is: punching daggers are not bad, but from a combat point of view, they are also not optimal. Only RP reasons or if you really like the style would speak for them.
Cool good info thank you. I think making them even more similar to daggers but maybe making them a strength weapon. The dual wielding options for strength weapons is extremely limited to almost non-existent and it makes a kind of sense since they are for punching.
Thanks again!
They're just fine... except for the tiny fact that a developer either misclicked (since it can be done with a single click) or deliberately overwrote the upgrade function with a completely empty one :P Thus removing the upgrade implementation that otherwise would've worked just fine.
The "bug" can be fixed by highlighting said function with the mouse... and hitting the delete key.. so not exactly rocket science :D
I think I saw it in the beta patch-notes though that they finally "fixed" it.