Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A: Early game weapons have garbage sharpness.
B: Bone weapons on average have worse sharpness than metal weapons. (Which is a 'google it' problem, compared to the more obvious appeal of 'Hey this bone weapon has higher damage numbers!)
Even Green can still bounce of tougher bits. But orange will bounce off even more things. So you try to attack weak points when you can rather than head on at big boy armor unless you know you are using an attack that can handle directly attacking such durable monster bits. Be it a strong enough weapon, or EXPLOSIONS.
Also various weapons just shred your sharpness much faster than others. Something like a switch axe will practically have the you whetstone glued to it in the early game, compared to a sword n shield.
Sharpness woes are NOT a case of "Git Gud lol", and mock anyone who tries to present it as such.
it's simple grind, both for better meters, and for easier meter managment.
Gear in low rank and early high rank wont make a huge difference. As you progress further into the game, you will probably have specific gear setups for certain fights. Certain monsters have resistances to types of damage and can be immune to certain elemental effects. Fire wont hurt anjanath, lightning wont hurt tobi-kadachi, ect. When the fights get hard in the end game, you will need different gear to appropriately fight different monsters. Youre experiencing one of those situations now with your weapon not being sharp enough for the fight.
Sharpness doesnt only help with bouncing, but also affects the damage:
Multipliers for raw dmg. There is also elemental multiplier.
Red 0.50
Orange 0.75
Yellow 1.00
Green 1.05
Blue 1.20
White 1.32
Ohhh i think it clicked a bit. I noticed the iron katanas have 50 less attack points but tripple sharpness. I don't understand why bone weapons are even a thing. Why would anyone prefer AP over weapon durability.
Not simply for basic Damage/Sharpness stat reasons. But elements, status effects, decoration slots, and other gimmicks reliant on what specific weapon you are making.
Some more broad than others depending on weapon type. like how bow/sbowguns vary your allowed ammo types.
But to start with it can easily (and justifiably) feel like a newbie trap yes. Particularly with weapons where the difference isn't that large so you don't feel like it's a valid trade off. (small weapon with a small amount of green for a tiny damage number boost. Vs "Still no green, but literally +100 damage!")
It gets better. Much better. But that's a matter of gear unlocks rather than any problems on your end.
Bone have better elemental properties. (usually)
They're also, theoretically, better when using Bludgeoner from the Diablos set, but Bludgeoner is an awful skill that no one should ever use.
I'd recommend a water weapon and don't forget to bring poop, something else will very likely butt into your fight.
The bone half isn't really bad.
It leads to electricity weapons which almost nothing resists.
"Well, LATER it-" is of no use to new players before they have ACCESS to later. Even those very first early bits like your first water weapon will take a new player quite a while to work up to.
When you are just staring out, and "Bone MK III" the most exciting thing you can readily make? Not so much.