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seems a bit weird since all the projectiles in the game damage by piercing anyway
plus if you merged them there would be a convenient 8 damage types, and you could have two very effective, two somewhat effective, two resisted, and two extra resisted
one way I thought about to fix it is changing the 4th weapon group "balanced" which is really just used for boosting true speed double or not be doubled. but have it also give a boost to your mastery as like a training weapon something light wight and easy to use where its not the strongest weapon but it show off that this weapon is good at and who to use it on. as I feel the other 3 weapon types fall under two boxes first being I can't get doubled if you never live for you to hit me. and the other being aim where some characters and classes need them just to get a 80% hit.
I feel like they should have just make piercing and projectile the same type because what is projectiles but piercing from range. and make the Adept class stand out a bit more by being a starting weapon being a axes and having all the adept classes ending as true hybrid class like Dragon Knight and Astral seeker. where you start them off as a phy damage dealer with cleave or crushing or make them a mage damage dealer with fire or storm. but when they advance they get the other weapon type of their pair ie holy/cleave fire/slashing storm/piercing and astral seeker they already had a class like this why not make all other like that.
the next problem I see if you always have to double check the enemy armor type on every map as they use different armor sometimes also where you get a class with the same sprite and think oh this person is using the same sprite as Duelist so do they have piercing and chain armor no they have slashing and leather.
Thank's for the explanation !
I think i found an error : The cleaving damage row and the projectile damage row are inverted in the excel chart.