How to better diversify melee weapons (Swords, Spears, Axes)

RetroNutcase

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This is a bit more of an in general topic, apologies that my last topic ended up being a bit focused on my own class designs as in general, but this is something else I wanted to discuss that I think is a bit of a better, broader topic. Melee weapons. Assuming you're going for a traditional turn based battle system that doesn't use positioning mechanics beyond something simple like Final Fantasy's Front/Back Row system, something's always bugged me:

How do you properly make a Sword and Axe differ in function? Now, admittedly, the default skillsets in VX Ace try to answer this question by assigning specific skills to each weapon type, but in the end, their differences are minor at best. And again, this has always bugged me. It's much easier to make melee weapons of differing types actually different in a game that allows for it, IE, Dark Souls, but in turn based combat...What CAN you do? I've tried to think of ways one could make each weapon type have a bit more of a unique function, a-la Dragon Quest IX where each weapon has its own skillset, but my biggest issue with how DQ9 did it was that some weapon skills didn't make much sense.

I've had a few varying thoughts on how different weapon types could serve different roles in VX Ace, and I'm wondering if anyone else had their own ideas to discuss. So, without further ado...

SWORDS

Ah, the Sword. The staple of the RPG Hero. For as long as there have been Fighters, Knights, Paladins, Soldiers, or whatever JRPG frontline fighter you're using...There's been swords. At this point I'm pretty much convinced the best way to implement swords in a turn based system is to have them be the balanced choice. No particular strengths, no particular weaknesses, just simple and effective.

AXES

Because bigger, heavier, and sharper is better, right? I've never really figured out any one, perfect way to make axes work. I've seen a fair number of ideas, but I can't really find one that clicks with me personally.

Bleeding Damage: Skyrim had Axes offer the ability to DoT your foes via bleeding, meaning every swing did direct damage and over time. It does seem like a neat idea, but my only real issue: Most weapons can make things bleed. Why should only Axes be able to somehow cause extended bleeding?

Stronger But Slower: The most common solution I've seen. Make Axes stronger, but penalize AGI so they make you act slower in battle. A simple solution, but one that still leaves an issue with me: It doesn't really make the Axe specialize in something. It just makes you a slower, harder hitter.

Break/Lower Defenses: This is something Dragon Quest IX did with the Axe to make it a desirable weapon. One of its early skills, Helm Splitter, gives the user a chance to lower enemy defense. This is one idea I like, though I feel like it diminishes the role of a dedicated support unit designed around debuffs and the like.

HAMMERS/CLUBS

These tend to have some of the same issues that Axes do. How do you properly emphasize the weight/crushing power of a warhammer and make it different from any other way of walking up and smacking someone?

Stuns: One idea that has some merit, but would need work to balance. While the idea of using a club/hammer to interrupt is a great idea, how does one keep it from becoming a crutch/stunlock tool? And assuming you make them heavier via an AGI penalty, how do you make that stun even useful?

Blunt Impacts: A fairly common solution I've seen is to make these weapons inflict Blunt/Crushing damage, versus slashing/piercing/etc that you'd see on Swords/Spears/Arrows. Probably the most practical/easy solution I've seen to the dilemma, personally.

SPEARS

Made rather iconic as an RPG weapon thanks to Final Fantasy's Dragoons if you ask me. That said, Spears are another tricky one considering they're made to allow a user to attack from a distance, and rely primarily on thrusting attacks. So how does one make this long range poker work?

Defensive Option: While Dark Souls may not be turn based, it offered a rather interesting quirk for Spears that other weapons couldn't do. The ability to attack while your guard is up, essentially 'safe poking' a foe. Through some state manipulation, I could see a player using a special attack with a spear that puts them into a guard state. But that alone feels like it wouldn't be enough to make the spear its own unique weapon type.

Back Row Pokes: If one's using a row mechanic, the simplest solution would be to allow spears to be used from a back row but not suffer a damage penalty. An option I'm particularly fond of as it offers the option to give a damage dealer some extra protection.

BOWS

Why even be in melee range when you can shoot someone from across the room? Though that brings in another question: if there's little concept of 'range' in a turn based battle, how do you make a bow unique? This is admittedly one I don't have a lot of ideas on besides the Back Row option from Spears...But then what does that give Spears over Bows?
 

bgillisp

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One thing I did in my game was I broke up each weapon by damage type (Swords got Physical, Axes got Chop, Bows got Missile, etc), and then I set up enemies with strengths/weaknesses to each. For example, a sword is not going to do much damage to a skeleton, but that Axe will do amazing damage.
 

Milennin

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I like seeing skills linked to weapon types. Guild Wars did it pretty well:

-Sword skills were better at inflicting bleed and parrying enemy attacks.

-Axe skills had the highest damage and could inflict deep wound (lowers enemy max HP by 20%) to set up for a swift kill.

-Hammer skills were powerful and often revolved around crowd control. Stuns work, but if you have an ATB system you could also make them cause slow to targets to prevent stunlocking.

-Speas had a bit of everything, but also had a lot of conditional skills (if enemy has X-condition, this skill does something extra).

-Daggers focused on chaining skill combos for high damage over time.

-Bows had a lot of ways to cripple spellcasters by inflicting daze.
 

RetroNutcase

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One thing I did in my game was I broke up each weapon by damage type (Swords got Physical, Axes got Chop, Bows got Missile, etc), and then I set up enemies with strengths/weaknesses to each. For example, a sword is not going to do much damage to a skeleton, but that Axe will do amazing damage.
Damage types aren't a bad idea, though when it comes to Axes, they work through a combination of their crushing weight *and* cutting power. That actually gives me another thought...Making Axe a heavier, but one size fits all setup. It cuts, it crushes, it works on darn near anything! ...But then what kind of downside do you give it...? Hm.
 

Tai_MT

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You should seriously see my weapon and even ARMOR lists.  I've got a blog floating around here somewhere on just the subject if you want to read it in its entirety (though some of that information has changed as I've gotten test players feedback).

Let me run you down the list of what I got.

One Handed Weapon

Dagger

Katar

Saber

Short Sword

Long Sword

Sickle

Axe

Mace

Hammer

Wand

Arrows

Two Handed Weapon

Bastard Sword

Claymore

Falchion

Great Axe

Halberd

Scythe

Maul

Staff

Orb

Armor

Casual Clothes

Cloth Armor

Leather Armor

Hard Leather Armor

Chainmail

Scale Armor

Plate Armor

Shield

Buckler

Shield

Short Bow

Long Bow

Book

---

Looks like a lot, right?  Some of those weapons are exclusive to single characters (I have 9 characters) and some can be passed between a few of them.  Armor is the same way.  Shields too.  Everything has a reason to exist and a use.  Axes (either one or two handed) are different from swords in that they do a metric crapload of damage...  But have a much lower hit rate (which tends to force players to equip items that raise the hit rate if they want to use these weapons... which could cripple the classes that can use them, as they're fairly "exclusive" weapons).  Likewise, every piece of equipment has an attack type or a defense type.  Physical, Magical, Slashing, Bashing, Piercing.  Some weapons have a combination of these types.  Some armor has absolute immunities to some of these attack types (like Chainmail grants 100% immunity to piercing attacks...  But makes you weak to any kind of Magical type attack).

Most of the way I've diversified is in "effects of certain kinds of weapons" as well as their stat distributions.  The difference between Daggers and Katars is that Daggers always have a chance to inflict a state while Katars have high chances for critical hits and a chance to counter attack.  The difference between Short Swords and Long Swords (aside from their stats) is that Short Swords can come in enchanted forms while Long Swords cannot.  The difference between a Mace and a Hammer is that hammers always have a chance to Stun while Maces have much higher attack power.  Halberds are the most versatile two handed weapons you can get as they can do slashing and piercing damage and all of their stats are "even".  Orbs cast elemental attacks while Staves can give you bonuses to MP and Magic Attack (Orbs are also purely magical while Staves have a Bashing attack type).

I've even split up many of the stats to reflect these weapons as well as many of the skills.  3 party members rely on the Attack stat to do damage.  3 rely on the Magic Attack stat.  The last 3 rely on the Agility stat.  Many of the weapons raise or lower those particular stats.  Some even raise or lower the particular defenses against those stats.  A Great Axe (or most other two handed weapons) lower your Luck (which I've renamed Reflex) by significant amounts so that you are essentially trading higher attack stats for less defense against Agility attacks and a slower turn order.

My goal was to create weapons that emphasize BUILDS of existing classes.  I wanted players to experiment and find things they wanted to do with their characters that weren't necessarily the "default" builds.  Sure, you can build that Tank into a Tank if you want...  Or, you can get creative and turn him into a crazy Magic Knight or something else equally interesting using only the equipment he's got access to.  Maybe you want to turn your thief into a state inflicting badass, so you put two different daggers in hand and start pummeling the enemy.  Or, maybe you want that same thief to just get as many extra turns as possible to pour on extra damage, so you equip him with Katars.  I wanted to give players a good amount of options with their equipment and their character builds.  I wanted players to see no weapon as "worthless", but as merely something they might use for a different build.

You can honestly get really creative with your weapon types and how they're different if you take some time to explore the options yourself.
 

RetroNutcase

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You should seriously see my weapon and even ARMOR lists.  I've got a blog floating around here somewhere on just the subject if you want to read it in its entirety (though some of that information has changed as I've gotten test players feedback).

Let me run you down the list of what I got.

One Handed Weapon

Dagger

Katar

Saber

Short Sword

Long Sword

Sickle

Axe

Mace

Hammer

Wand

Arrows

Two Handed Weapon

Bastard Sword

Claymore

Falchion

Great Axe

Halberd

Scythe

Maul

Staff

Orb

Armor

Casual Clothes

Cloth Armor

Leather Armor

Hard Leather Armor

Chainmail

Scale Armor

Plate Armor

Shield

Buckler

Shield

Short Bow

Long Bow

Book

---

Looks like a lot, right?  Some of those weapons are exclusive to single characters (I have 9 characters) and some can be passed between a few of them.  Armor is the same way.  Shields too.  Everything has a reason to exist and a use.  Axes (either one or two handed) are different from swords in that they do a metric crapload of damage...  But have a much lower hit rate (which tends to force players to equip items that raise the hit rate if they want to use these weapons... which could cripple the classes that can use them, as they're fairly "exclusive" weapons).  Likewise, every piece of equipment has an attack type or a defense type.  Physical, Magical, Slashing, Bashing, Piercing.  Some weapons have a combination of these types.  Some armor has absolute immunities to some of these attack types (like Chainmail grants 100% immunity to piercing attacks...  But makes you weak to any kind of Magical type attack).

Most of the way I've diversified is in "effects of certain kinds of weapons" as well as their stat distributions.  The difference between Daggers and Katars is that Daggers always have a chance to inflict a state while Katars have high chances for critical hits and a chance to counter attack.  The difference between Short Swords and Long Swords (aside from their stats) is that Short Swords can come in enchanted forms while Long Swords cannot.  The difference between a Mace and a Hammer is that hammers always have a chance to Stun while Maces have much higher attack power.  Halberds are the most versatile two handed weapons you can get as they can do slashing and piercing damage and all of their stats are "even".  Orbs cast elemental attacks while Staves can give you bonuses to MP and Magic Attack (Orbs are also purely magical while Staves have a Bashing attack type).

I've even split up many of the stats to reflect these weapons as well as many of the skills.  3 party members rely on the Attack stat to do damage.  3 rely on the Magic Attack stat.  The last 3 rely on the Agility stat.  Many of the weapons raise or lower those particular stats.  Some even raise or lower the particular defenses against those stats.  A Great Axe (or most other two handed weapons) lower your Luck (which I've renamed Reflex) by significant amounts so that you are essentially trading higher attack stats for less defense against Agility attacks and a slower turn order.

My goal was to create weapons that emphasize BUILDS of existing classes.  I wanted players to experiment and find things they wanted to do with their characters that weren't necessarily the "default" builds.  Sure, you can build that Tank into a Tank if you want...  Or, you can get creative and turn him into a crazy Magic Knight or something else equally interesting using only the equipment he's got access to.  Maybe you want to turn your thief into a state inflicting badass, so you put two different daggers in hand and start pummeling the enemy.  Or, maybe you want that same thief to just get as many extra turns as possible to pour on extra damage, so you equip him with Katars.  I wanted to give players a good amount of options with their equipment and their character builds.  I wanted players to see no weapon as "worthless", but as merely something they might use for a different build.

You can honestly get really creative with your weapon types and how they're different if you take some time to explore the options yourself.
This is actually what I'm trying to aim for with the game I'm writing up. The idea is that when you start out, your classes are locked to a specific weapon type, but as you progress, you gain the ability to Dual Class, being able to use gear and skills from both classes you equip, with the primary class affecting your stats and the secondary class giving stat bonuses based on passives. The idea would be to find a combination of classes that has skills you like, a weapon option that compliments them, and then you go from there. Another possibility would be that you could eventually master a weapon and gain the ability to use it on any class.
 

Tai_MT

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Sounds like you're trying to remake the Final Fantasy 5 Job System, 'cept you're adding in the Seiken Densetsu 3 class change system on top of it.  I wish you luck with that, it's going to be tricky!

Every class in my game (I should say character, since that's what they are... classes are what the players would create) has a 6 Skill list.  They get six skills, nothing more.  The skills can sometimes require certain weapons to activate (which means you may have less than 6 if you do something different), but those 6 skills can level up 4 times each and can be turned into things that cater to what the player wants to do with that character.  That's why there's so many options for weapons and armors for my characters.  A Mage with the Orb can hit "Attack" and it would be as if they casted an elemental spell for free that uses their Attack stat to determine damage.  Meanwhile, a Mage with a Staff has deeper magical reserves and a higher amount of damage that can be inflicted with their Skills.  Or, that same Mage could wield a Book and a Wand.  The book nullifies all incoming damage of a specific type and the Wand deals out "Weakness to X" types attacks, so a player can set up super-powered Skill usage at the cost of a turn.  Or, the Mage can equip a Dagger and inflict states as well as cast spells.

It's a system I spent a lot of time tinkering with, trying to give advantages to everything you could equip while giving large disadvantages to thinks I perceived as "too powerful" and "unbalanced".

However, I do also have "no cost" Skills that work like the Attack Command as well, so you can just buff a specific stat for whatever your class and essentially turn into a Tank as well.  Drop 100 points into Magic Attack and then cast "Magic Beam" for 0 MP cost and it's a straight Magic Attack - Magic Defense Skill.  You can do the same with the "Swift Blows" attack and just have a pure Agility - Luck attack thrown against the enemy.

Versatility lies in everything I am doing in my game, and if you're trying to do the same, you should probably look at giving players as many options as possible, and probably as quickly as possible.  You want a player experimenting with what you're giving them instead of simply settling into the default and just taking all the options that make that default pretty awesome.  I look at my options for customization as "if a player wants to be default, I did my job wrong" as well as "I should eliminate a default class type as quickly as possible".
 

TheHonorableRyu

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Good topic! I think it's often easier to meaningfully differentiate your game's weapons if you can align them with interesting battle system or party customization mechanics.

 

Here's some of the stuff I'm doing with weapons in my VX Ace project, first with some general battle system background info (most of which can be safely skipped and referred to as needed when reading about the individual weapons):

 

 

All weapons have their own skill trees and are like a secondary job class.

Units have other sources of separate skill trees, including their "Family" (e.g., Human, Beast, Plant, Zombie, Dragon, Demon, etc.), and Element (every unit has one Element assigned to them; Elements include Fire, Ice, Water, etc.).

 

All skills in the game, including normal attacks with equipped weapons, cost Stamina Points (SP). 

 

All units (with a few exceptions) start with 100 SP in every battle, recover a slight amount of SP each turn in battle, and have different ways of regaining extra SP.

Of course, a unit cannot use an ability if they do not have enough remaining SP.

If a unit's SP goes under 20, they will enter into a Fatigue state in which all their stats are halved.

Managing SP, deciding when to spend and when to conserve, makes the different between winning and losing battles.

There is another resource called Aether Points (AP) that is harder to come by, doesn't refill even at inns/checkpoints, and essentially works like a super-gauge.

For the most part, weapon skills are more SP-dependent, and the skill trees for Elements and some Families are more AP-dependent.

However, each weapon skill tree has at least two options that cost AP:

  • Skills that attack with the unit's Element, for example, a Sword-wielding unit with the Fire Element can learn Fire Elemental weapon attacks that cost AP to use.
  • At least one "Aura" skill, a skill that puts the user into a fairly drastic stat-changing state (only one Aura, whether positive or negative, can be applied to an one unit at a given time). 
 

The difference between a weapon's "normal attacks" and special/more powerful skills is more of a spectrum or continuum than a black-and-white cut off.

Normal attacks cost SP and most weapons have a variety of skills that have similar SP costs as the weapon's normal attack but with alternate effects, as well as a gradient of skills and SP costs leading up to their most powerful skills.

 

 

Most weapons have a standard normal attack (a "Standard"), plus two alternate normal attacks called a "Break" and a "Finesse." 

 

Breaks have less base power than Standards but ignore enemy defenses, thus actually dealing more damage against enemies with high defense, and raising the bottom damage cap against enemies with incredibly high defense.

Finesses similarly have less base power than Standards but do factor in enemy defenses and have a notable accuracy boost, making them best at hitting enemies with light defense but high evasion.

Players thus gain boosts or reductions to their damage over time based on how well they know enemy targets' armor classes and choosing the appropriate normal attack. Mashing Standards without factoring in Breaks and Finesses in most cases result in reduced damage dealt and more damage received. (I try to throw in a good number of battles in which all the enemies are weak to the same kind of normals, and the player can recognize it as such, so that not every battle requires severe concentration).

Different weapons are variously strong or weak at executing Break and Finesse attacks.

 

Weapon choices affect unit rows and TGR/aggro, which play a huge role in battle.

 

Sources of healing are very limited inside of battle, so carefully managing what units are most likely or unlikely to get targeted & hit is an essential tactic.

There are five rows that measure how much the unit is "in the heat of battle": Rows -2, -1, 0, +1, +2.

Each row with its own set TGR: -2: 25%; -1: 50%; 0: 100%; +1: 125%; +2: 150%

There are other states that affect TGR: these are multiplied by the unit's row to arrive at the final TGR. 

Every skill used by a unit automatically sets that unit to one of the five Rows, or to their current Row. Some weapons are stronger or weaker at different rows, or are more commited to certain rows (that is, most of that weapon's skill options set them to that Row).

Units in Rows -2 and -1 take half damage from short-range physical attacks, unless no other friendly units are in rows 0, +1, or +2, in which case they will take full damage. (I wrote a script that checks for this after every battler action).

Units in Rows -2 and -1 take full damage from long range Physical attacks, but for many weapons long range attacks must be performed at a damage reduction or SP cost penalty.

 

Every skill, including weapon skills, belongs to one of six "Mediums": Physical (short-range and long-range), Bio, Energy, Aether (magic), Mental, and Spiritual.  

 

Physical, Bio, and Energy skills scale with the user's attack stat and are reduced by the target's defense skill. Aether, Mental, and Spiritual skills scale with the user's magic attack stat and are reduced by the target's magic defense skill. 

Additionally, a skill can have one or more of eight Elements: Fire, Ice, Water, Earth, Lightning, Wind, Holy, Dark. 

Weapon skills are usually Physical Medium with one or more Elements. But there are exceptions.

Different Families are resistant or weak to different Mediums and Elements, and these influences are multiplied when calculating damage. 

 

Weapons are divided into two categories: standard and "magical." 

 

Standard weapons are generally for enhancing the user's ability to deal and prevent Physical, Bio, and Energy damage, with some exceptions or overlap.

Magical weapons are generally for enhancing the user's ability to deal and prevent Aether, Mental, and Spiritual damage, with some exceptions or overlap.

Some Families can equip either type of weapon (e.g., Humans, Trolls, Zombies), some can equip only standard weapons (Brutes), some can equip only magical weapons (Mystics, Ghosts, Fairies, Angels), and some can equip neither (Beasts, Plants, Aquatics). 

 

 

Weapons have their own "guard stance" skills.

 

Guard stances are commands that reduce or evade oncoming damage at different ratios for different Mediums depending upon the guard stance. Guard stances usually cost less SP than a unit recovers per turn, but some very effective guard stances cost more SP.

Standard weapons generally have guard stances better at blocking Physical, Bio, and Energy damage, while magical weapons generally have guard stances better at blocking Aether, Mental, and Spiritual Damage.

Weapons are either one-handed or two-handed. Units with one-handed weaponshave the option of equipping either a Shield or a Sub-weapon.

Shields increase defense stats and grant a guard stance (the effectiveness of both are unique to the Shield). However, Shields reduce agility and evasion and the user forgoes the use of a Sub-weapon. Shield guard stances are usually more effective than weapon guard stances, though weapon guard stances are differentiated enough that you might use them in some situations. 

Sub-weapons are weapons without skill trees of their own, but which grant the user an extra attack option unique to the Sub-weapon. For example, a user might equip a Shuriken sub-weapon that allows them to attack from Row -2 for a low SP cost, an option their primary weapon did not grant them. Sub-weapons usually deal less damage than primary weapons, but have lower SP costs. The biggest downside is that a user of a Sub-weapon forgoes the benefits of a Shield.
 

With these mechanics in mind, here's some of the major difference between weapons:

 

 

Swords

 

I like a "things and new and familiar" approach to RPG battle systems, where there are meaningfully different mechanics the player has to learn, but if someone is familiar with common RPGs tropes it will help them ease in. In this case, like you I'm fond of the balanced, user-friendly, jack-of-all-trades, master-of-none approach to Swords. 

 

In my project, Swords have good attack, accuracy, and SP costs for their basic attacks. They are equally good at Standard normals, defense-ignoring Breaks, and accuracy-boosted Finesses. Their Elemental skills and Auras are also good. Etc. They excel at the basics.

 

However, Swords can also do a lot of the specialized things of other weapons, but at a lower effectiveness to Stamina Point cost ratio: that is, a higher SP cost for the same effect, or a lesser effect for the same SP cost. For example:

  • Swords can attack from Row -2 or Row -1 and hit enemies in Rows -1 and -2 with an energy slice, but the damage per SP cost ratio is less than a normal attack from Bows. 
  • Swords have skills that can target groups of enemies, but the damage per SP cost ratio is less than Heavy Swords.
  • Swords have skills that can debuff enemy stats, but the effectiveness is less than Axes for the SP cost.
  • Swords have average guard stance skills, but the options and effectiveness for the SP cost for each option are not as good as those of Staffs. 
  • Etc.
Some battles can be won swiftly before low SP ever becomes a problem, making Swords a very versatile option. But more challenging battles call for specialization, in which case Sword-wielding units may be stuck with basic options while others carry the more specialized roles. If all your party members were Sword users trying to cover specialized roles they would run out of SP rather quickly.

 

 

Heavy Swords

 

Heavy Swords are used rather differently from regular Swords in that even their normal attacks have an area of effect that can hit multiple targets or "groups," but they are significantly less accurate. This makes them excellent at dealing heavy damage to crowds (especially with non-evasive enemies), but poor at dealing with any one particular enemy (especially evasive ones).

 

Compared to regular Swords, Heavy Swords normal attacks cost more SP, and are fairly committed to Rows +1 and +2. 

 

Their Breaks do low damage to a group of foes, and thus aren't useful for taking out individual targets with high defenses. They lack a proper Finesse entirely.

 

Heavy Sword users can attack a single target with improved accuracy (though it's not a proper Finesse, since the accuracy is still lower than the Sword Standard normal), but the SP cost is rather high.

 

Heavy Sword users can also perform long range weapon throws, from Row -1 (but not Row -2) to hit a group of foes at lower base power, or from Row +2 to hit a group of foes in Rows -2 and -1 for lower base power (though still better overall than the 50% reduction from units being in the back row). But the SP cost for these options are also rather high and can't be sustained turn after turn.

 

The most powerful Heavy Sword skills focus on dealing heavy damage to groups of foes. 

 

Heavy Swords are two-handed, such that the unit cannot also equip a Shield, and they also have poorer guard stance skills than Swords. Heavy Swords are basically relentlessly offensive crowd-control weapons. 

 

 

Axes

 

I've actually applied a number of the same ideas you listed, in the principle of "things both new and familiar." Compared to Swords, Axes attack with a speed penalty, and they specialize in disabling enemy targets. By default their standard normal attack debuffs the target's defense stat (max two stages) and they have other normals that debuff other stats, though these debuffs are not as drastic or potent as those applied by skills that cost Aether Points. 

 

Axes deal slightly more damage per hit than Swords, at about the same SP cost ratio (higher damage for a higher SP cost), but are slightly less accurate. The Axe Break is about as efficient as a Sword Break. Axes do have a proper Finesse but at a high SP cost.

 

Like Heavy Swords, Axes are fairly committed to rows +1 and +2. Axe users can throw their Axe long range from Row -1 at lower base power, or from Row+2 to hit an an enemy in Row-2 or -1 at lower base power (though without the back row damage reduction), but the SP cost to do so is pretty high. Like Heavy Sword users, Axe users will have to stay mostly in the front rows.

 

In contrast to Heavy Swords, Axes specialize in focusing on a single enemy at a time. Their disabling debuffs have a higher chance of working if one of the Axe's disabling debuffs have already been applied, so there is an incentive to stick with the same target. Similar in Disgaea, all the Axes strong attack skills target a single unit; Axes have little to no options for attacking multiple targets at a time. 

 

Also in contrast to Heavy Swords, Axes are one-handed, such that Axe-wielding units can also equip a Shield or Sub-Weapon. Axes have poorer guard stance skills than Swords, so they have more need of a Shield. 

 

 

Knives

 

Knives are the unique fast, accurate, and SP efficient front row weapons. Knives don't do as much damage per hit as Swords, but their SP costs are lower and more cost efficient (approximately 85% damage per hit for around 75-80% of the SP cost). 

 

In contrast to Axes, Knives gain a speed boost with their attacks. They are especially useful for finishing off speedy targets with low HP at the start of a turn. They are also more accurate than Swords, and are basically Finesse specialists, good at hitting evasive targets (the opposite of Heavy Swords).

 

Knife Breaks are good, and they also have an even-more-accurate-than-standard Finesse for particularly evasive targets, but both suffer the same lower base damage compared to Swords.

 

Knives have average guard stance skills (as good as Swords), as well also a high cost guard stance option that allows them to preemptively counterattack or "slip in" damage to any enemies that target them with short-range physical attacks.

 

Knife users can throw their Knife from Row -1, or from Row +2 to hit enemies in Rows -2 and -1, but (like with Swords) the damage per SP cost ratio is not as good as the standard attack of a Bow.

 

Like Axes, Knife skills are mostly confined to single targets. Some of the more powerful Knife skills scale with the agility stat, making forgoing the use of a Shield (which lower agility) an option for higher damage.

 

Compared to other front row weapons, Knives gain a lot of positive traits at the significant cost of lower damage output on non-evasive targets. 

 

 

Hammers

 

Hammers are lot like Axes in basic matters (speed penalty, reduced accuracy, high SP costs, fairly committed to rows +1 and +2) but with two crucial differences. While Axes deal reliably high damage per hit, Hammers deal highly variable or unreliable damage (sometimes as high as an Axe, sometimes low as a Staff), but all Hammer attacks can cancel enemy guard stances. That is, if a Hammer strikes an target that is in a guard stance, the guard stance's state will be erased and all subsequent attacks on that turn will deal regular damage. Because the damage output, though potentially good, is less reliable than Axes, the player should choose a Hammer primarily for the guard stance cancelling.

 

Since Hammers can break enemy guard stances but have the speed penalty of Axes, Hammers are best when synergistically matched with units that have skills that can overcome these weaknesses (such as skills that raise the Agility of the Hammer user, lower the Agility of the enemy target) or with units with low Agility themselves (so that their attacks will come after the Hammer has broken the enemy guard stance). Hammers are best suited for shutting down the defenses of enemy troops that try to wall you. 

 

Hammers have a decent Break (at slightly less power than a Sword Break) that can be used for reliable damage in contrast to the variable damage of the Standard normal attack. They also have a Finesse but with a high SP cost and the unreliable damage swing.

 

The more powerful skills for Hammers are good but the variable damage makes them risky given the higher SP costs, and thus are better used after buffs and debuffs shore up the risk of low damage for the SP cost.

 

Also, in contrast to Axes or Heavy Swords, Hammers have a very effective guard stance skill but it has a high SP cost, making it more situational. Thus there are both pros and cons in pairing a Hammer with either a Shield or a Sub-weapon. 

 

 

Spears

 

Spears specialize in piercing enemy defenses. Compared to Swords, all Spear attacks have damage formulas with lower base strength but which slightly ignore enemy defensive stats, such that Spears will do more damage than Swords to enemies with high defense but less damage to enemies with low defense. They are essentially highly specialized at Break attacks, drastically raising your bottom damage cap against highly defensive enemies. 

 

Because of their unique damage formulas, Spears suffer less against enemies with buffed defenses but benefit less from debuffs to enemy defenses. Spear users also benefit less from buffs to their attack stat but suffer less from debuffs to their attack stat.

 

Spears have a proper Finesse but it has the same lower base strength, slight defense-ignoring property. As such, compared to other weapon Finesses it's better suited for the rarer situation when an enemy with high evasion also has high defense, as opposed to the more common situation where an enemy with high evasion has low defense.

 

Unlike front row weapons, Spears can attack from Row -1 for full damage (with their normal attacks), or hit enemies in Row -1 for full damage (though with attacks at slightly higher SP cost). However, unlike Bows, they cannot attack from Row -2 for full damage, or hit enemies in Row -2 for full damage, without a higher SP cost Spear toss. 

 

Spears are somewhat committed to Row -1 or 0, in that their standard and most cost-efficient attacks are from those rows. They can attack from Rows +1 or +2, which attacks are able to do full damage to enemies in Row -1, but at higher SP costs. 

 

Spears have average guard stance skills. 

 

Spear skills are mostly single-target but some special skills can hit enemies in a line area of effect.

 

 

Whips

 

Whips specialize in dealing extra damage to enemies with low defenses. Compared to Swords, all Whip attacks have damage formulas with higher base strength but which greatly factor in enemy defenses, such that Whips will do extra damage compared to Swords to enemies with low defense, but extra low damage to enemies with high defense. Whips are the opposite of Spears in this regard.

 

Because of their unique damage formulas, Whips are extra effective against enemies with debuffed defenses but extra poor against enemies with buffed defenses. Whip users benefit more from buffs to their attack stat and suffer more from debuffs to their attack stat.

 

Whip attacks have an accuracy and speed boost comparable to that of Knives, but higher SP costs on basic attacks than Swords. 

 

Whips have an very weak Break that attacks enemies in a group, but they have a useful Finesse with the same property of dealing extra damage to enemies with low defense.

 

Whips have the same basic Row properties as Spears, and can only hit enemies in Row -2 while bypassing the backrow damage reduction with a lower base damage skill.

 

The most damaging attacks for Whips are situational, dealing the most damage against enemies whose defenses are so low or debuffed they'd be taking tons of damage from most attacks and fall quickly anyway, making Whips best against enemies with low/debuffed defense but huge max HP. Whips by themselves lack the ability to debuff enemy defenses, and hence often require synergy with other skill trees or party members.

 

Like with Knives, some of the more powerful Whip skills scale with the agility stat, making forgoing a Shield (which lower agility) an option for more damage. But unlike Knives, Whips have very poor guard stance options, making this a more risky strategy. 

 

However, other than attacking skills, Whips have the useful ability to "rope" a friendly or enemy unit and change their current row on the fly, allowing the player to pull a friendly unit back into the safety of the back rows when they're done attacking, or to pull an enemy from the safety of the back rows into the front where they will take full damage from front row attackers. The timing of such maneuvers are sensitive though (switching a unit's row is useless if that unit is just going to return to their previous row in the very next action), and may require careful maintenance of the speeds of friendly and enemy units.

 

 

Scythes

 

Scythes specialize in dealing the same damage at the same SP costs from any row (with short range slices and long range throws) and hence being able to switch and manuever between rows with ease. This also means Scythes, just like Bows, can attack enemies in Rows -2 and -1 at full base power while also skipping the back row damage reduction. 

 

Scythes have similar damage output and SP costs to Swords for their Standards, but their Breaks and Finesses can only target all enemies for very low damage per hit.

 

Scythes also lack the speed and accuracy boosts of Knives or Bows. 

 

Scythes are two-handed weapons, but their above average guard stances cover some of the loss of a Shield, and their row flexibility covers some of the loss of a Sub-Weapon.

 

Scythes have a low cost Aura skill that allows them to drain small amounts of HP from enemies who are not invulnerable to the Bio Medium. Although the HP recovered per turn/hit is small, the ability synergizes well with the Scythe's ability to easily switch between rows. A Scythe user can start in the front rows, take some enemy attacks, then retreat to back rows with low TGR to heal up over several turns. 

 

The row flexibility enables other useful Scythe tactics, like the Scythe user attacking for good damage from the low TGR back rows while other party members load the Scythe user with defensive buffs and then springing to the front rows so that a fresh party member with full HP and buffs applied is now at the forefront.

 

The main weakness of Scythes, besides the limited Break and Finesse options, is that their more powerful damage dealing skills are situational and require a lot of synergy and set up with other skill trees or party members. For example, the most powerful Scythe skill, "Grand Release," has a very high SP cost and moderate AP cost and deals damage to all targets based on how many select negative status effects and stages of these status effects have been applied to each targets (negative status effects have up to four stages of increasing severity in my game) before erasing those status effects. Even with a few status effects at stages 1 or 2 Grand Release will not deal enough damage to justify the SP and AP cost. And since Scythes in themselves lack the ability to inflict the status effects, the skill will be useless unless matched with units that excel at applying them.  

 

 

Staffs

 

Staffs specialize in multiple guard stances. The different Staff guard stances can reduce oncoming damage from the six Mediums at different proportions selected by the player, or counter oncoming attacks with abilities that disable the attacker. 

 

However, the biggest downside of Staffs is that they deal much lower damage than Swords or Knives, though they do have average accuracy and SP costs comparable to Swords.

 

Staffs have a weak Break, but a decent Finesse, though still with the lower base damage.

 

Staffs are two-handed weapons but their guard stances more than make up for a lack of a Shield.

 

Staffs do have some decent attack options when combined with the user's Element, but these are more AP-dependent than other weapons and will probably do less damage than skills in the Element's skill tree, unless the target is weaker to the Physical Medium than to the Aether Medium. Staffs basically lack the ability to deal good damage at the cost of SP only. 

 

Of all the weapons, Staffs are the most defensive and least offensive. They are best suited for units with a defensive or support role who still want to be able to deal some Physical-based damage, or for whose damage will come from other skill trees.

 

 

Fists

 

More of a "martial arts" job class than just a piece of equipment for a fist, Fists have a wide variety of punch, kick, and grapple attacks to manage SP costs (higher SP for higher damage, lower SP when higher damage is not necessary), accuracy (sacrificing accuracy for damage or vice versa), and attack speed (sacrificing damage for speed or vice versa, or attacking at boosted speed and damage for higher SP costs). Fists are great for units on which the player wants a lot of control. 

 

Fist users can attack from the front lines, or shoot strong Energy-based chi projectiles at full power from any row (for high SP costs proportional to their high damage).

 

The biggest disadvantage of Fists is that although they can equip Sub-weapons, they cannot equip Shields, and although Fist guard stances are good at countering damage they are very poor at reducing or preventing damage (except for a high Sp-cost evasion guard stance). Moreover, most Fist regular attacks are from the front rows where the user will have high TGR. This, without support from other party members, Fist users can be the biggest glass cannons of all weapon users.

 

 

Bows

 

Bows specialize in being able to attack long-range from Row -2 and to attack enemies in Rows -2 and -1 at full damage without the backrow damage reduction.

 

Bows have less base power than Swords, but will still deal more damage if both weapons are attacking enemies with the backrow damage reduction. 

 

Bows have low SP costs, high accuracy, and a speed boost. They are excellent for attacking magic users or other long-range units whose primary defenses against Physical attacks come from the damage reduction of being behind other units in the back row. 

 

Bows have a decent Break and Finesse, but both come at the price of a slight speed penalty. 

 

Bows are two-handed and have poor guard stance options other than a high SP cost evasion guard stance. Their defenses are very highly dependent upon being in the back rows where they have the damage reduction from short range Physical attacks and their TGR is reduced. Their skills do mostly commit them to Row -2, keeping them relatively safe but forcing other party members to stay in the front rows and take more attacks.

 

Although Scythes also have long-range attacks that can hit enemies targets in Row -2 and -1 for full damage, Bows not only have the higher accuracy, lower SP costs, and speed boosts, but also a variety of more powerful long range attacks for higher SP costs that (unlike Scythes) are easy to use and don't require an elaborate set up. 

 

 

Boomerangs

 

Boomerangs are long range weapons that specialize in multiple target options. They can target single units, groups, all enemies, all enemies in a line, or all enemies in a Row with ease.

 

Most Boomerang attacks have low base damage (lower than a Staff) but with multiple targets. The damage is split between the number of targets beyond three, such that an attack that hits four targets will deal more total damage (but less damage individually to each target) than an attack that hits three, and yet the attack will not deal any extra damage than the base damage if there are less than three targets. 

 

Boomerangs are unique in that they're optimized for dealing higher total damage the more enemies are targeted. Their skills are such that it actually costs Boomerangs higher SP to attack a single enemy for damage similar to that a Sword.

 

This means Boomerangs excel at gradually weakening or mopping up large groups of enemies, but they are poor at focusing on single targets at good SP costs. For example, Boomerangs would be excellent at dealing with an endless amount of weak enemies summoned by a boss, but rather poor at attacking the boss itself. 

 

Boomerang have a Break and Finesse but like the Scythe they only hit all targets for very low damage. 

 

Unlike Bows, Boomerang are single-handed and the guard stance options are as good as a Sword. Boomerang users are actually very good candidates for a Sub-weapon to help them attack single units, but of course forgoing a Shield will make them weaker defensively. 

 

Besides the Boomerang weakness at targeting single units for efficient SP costs, the other Boomerang weakness is a lack of more devastating skills offered by other weapons. Most of the Boomerang's higher SP-cost skills are similar to their normal attacks but without the damage split property.

 

 

Magical Weapons

 

There are four different types of magical weapons: Magic Melee, Magic Bow, Magic Staff, and Magic Amulet. 

 

Magical weapons are similar to each other and different from regular weapons in the following ways:

  • Significant weaker at dealing Physical damage that scales with the user's attack stat
  • Significantly better at dealing Aether damage that scales with the user's magic attack stat.
  • Increase either both the attack and magic attack stat of the user, or only the magic attack stat, as opposed to only the attack stat from regular weapons.
  • Skills, including normals, are far more AP-dependent than SP dependent, with the exception below. 
  • Tend to have skills that help users regain AP at the cost of SP. 
  • Guard stances are better at reducing or evading Aether, Mental, and Spiritual damage, as opposed to Physical, Bio, and Energy damage from regular weapons. 
  • Lack potent skills of their own and are more geared towards enhancing the power of the user's magic skills from other skill trees.
Some differences between the four types:

  • Magic Melee weapons increase the user's attack and magic attack stats. Their normal attacks deal half Physical damage (scaling with the user's attack stat, reduced by the target's defense stat) and half Aether damage (scaling with the user's magic attack stat, reduced by the target's magical defense stat). These attacks cost a small amount of AP and place the unit in the front rows. Magic Melee weapons can generate AP at about the SP cost of a normal attack. They weapons are good for units that want to use more magic attacks while being able to deal still good damage with normal attacks from the front rows where they can take some hits for the party. 
  • Magic Bows are quite similar to Magic Melee weapons except that their attacks are done from the back rows. 
  • Magic Staff are for units that plan to do few regular attacks at all. The user can still do a normal, all Physical attack, but the weapon itself increases the user's magic attack stat only. Magic Staffs grant a skill tree of Aether-based, non-elemental attacks that can shore up the weaknesses of a unit with Aether attacks of only a certain Element (such as all Fire, making the user weak against units that resist Fire). Magic staffs are able to regain AP at higher rates than Magic Melee or Bow weapons, for a lower SP cost. Since their normal attack is weak and their skills AP-dependent, on the turns that a Magic Staff user is not using AP-dependent skills they will probably be using the turn to draw AP. 
  • Magic Amulets are extreme versions of Magic Staffs, having no normals at all, and wielding more potent Aether-focused attacks and guard stances for high AP costs. They can draw AP even faster than Magic Staffs but at higher SP costs. While a Magic Staff is suited for being becoming independent of SP, the Magic Amulet theme is sacrificing SP to gain AP faster, thus making them more SP-dependent.
 
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Wavelength

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I think giving enemies certain weaknesses/resistances to certain types of physical damage (like piercing or slashing) is a cool gameplay element, but it can also be extremely unintuitive.  It makes sense that Piercing was ineffective against a Skeleton, but why was Slashing effective against a Succubus?

In one of my games I went with an approach fairly similar to the original poster's and gave each type of weapon its own general traits and stat balances, so that while one staff might have a chance to freeze an enemy and another might do slightly higher damage, the two staves would be sure to have some things in common:

  • Hammers: Extremely high attack power with penalties to agility
  • Swords: High attack power and small bonuses to defensive power and Critical Hit rate
  • Gauntlets: Medium attack power with varied bonuses to stats or attack states
  • Thrown: Medium attack power with "Penetration" bonuses which make it very effective against low-defense foes
  • Bows: Low attack power with huge bonuses to agility and Critical Hit rate
  • Staves: Low attack power with a large bonus to magic attack and a small bonus to magic defense

I should also note that it might be better not to differentiate your different classes of weapons too much if each character can only equip a single type - you are pigeonholing them into a single strategy.  What you might want to do instead is make each weapon within a class considerably different from the others - this would allow the player to choose whether they want the sword-user to be an off-tank or an off-mage or a glass cannon or a status inflicter.
 
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Differentiating physical damage types can give distinction to weapon types, but it can also make for a tedious experience in having to frequently switch weapons to deal optimal damage, especially if weapons have associated skills that require some sort of investment to use.

Another thing to look at is two-handed weapon choices, trading the ability to use a shield for greater offensive benefit. In one of my current projects, each character can use two types of one-handed weapon and one two-handed weapon type, each with their own set of skills. Some characters can use the same weapon types, but not necessarily the same abilities—for example, Diven's bow abilities include various debuffing skills while Pansy's bow abilities include element-enhanced attacks.

Since others have given their systems, I'll state how I'm implementing differences in weapon types:

Swords - One-handed. Increased accuracy, solid attack power.

Staffs - One-handed. Low attack power, but boosts magical ability.

Claws - Two-handed. They have the lowest base power of two-handed weapons, but later claws have increased critical chance.

Axes - Two-handed. Highest attack power of all weapons, but slow to strike and lower accuracy.

Bows - Two-handed. Moderate power for two-handed weapons and no major downsides as a class.

Spears - One-handed. Most powerful one-handed weapon type, but slower to strike.

Daggers - One-handed. Weak, but increased attack speed and accuracy.

Boomerangs - One-handed. Boomerangs are the "gimmick" class of weapons: each one has varying special effects, both positive and potentially negative.
 
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Chaos Avian

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Heh, I'll bite. As well as making my weapons have Bash, Stab and Cut attributes, my weapons also have varying properties. I try to keep them as interesting and distinct as possible. I'll be going into fair amounts of detail with my weapons.

WEAPONS:

Sword - The first of the 1-H weapons that give a slight ACC and CRI boost. They also fall into 2 sub-categories; typical two-sided blades and Rapier. Which are Cut and Stab respectively. For the most part they are single targeting weapons.

Katana - These are 2-H long blades that are all Cut based, but are much stronger than swords. AGI stat isn't utilised much with this as their skills come with varying priorities. These excel in AoE attacks, hitting multiple enemies at a time.

Spear - 2- H and balanced, the spear also gives the weilder a slight DEF boost to compensate for not being able to equip a shield or buckler. Despite being Stab weapons, there are some Cut based skills available to them. While not much stronger than Swords they can target single enemies or groups. Their main advantage over the Sword and a few other weapons is their natural DEF piercing ability, they only factor in half on an enemy's DEF and in some cases bypass entirely.

Axe - A pure juggernaut in power, the Axe is unmatched in terms of raw power with 1-H and 2-H variations. They are Bash based with some Cut capabilities. Axes also raise the wielder's HP but lower DEF. While 1-H versions aren't as strong, you can offset the DEF loss with a shield or buckler. The 2-H version comes with an AGI loss, but when you can smash enemies in the face really hard what's a small loss on AGI? :p

Hammer/ Mace - While not as strong as Axes and Katanas, what the Hammer/ Mace lack in power they make up for hitting enemies who have heavy DEF as well as ignoring the reduced damage when an enemy is guarding. They do more damage to enemies with high DEF, but lower damage to enemies with lower DEF (Heavy enemies are a hammer's toy, while squishy isn't fun with a hammer). Like the Axe they come in 2 variations (1-H: Mace, 2-H: Hammers), with the Hammer having an AGI. They are strictly Bash weapons.

Dagger - Though one of the weaker weapons, the Dagger can hit an enemy multiple times as well as giving an AGI and small DEX (LUK) boost. Being either Stab or Cut they are also great at hitting evasive and faster enemies as well as coming with a few natural debuffs/ states. Being light 1-H weapons, they are also one of two weapons capable of dual wielding. However a shield or buckler can still be equipped.

Bow - 2-H ranged weapons great at single targeting and are Stab based, while at higher levels can fire off multiple arrows on the entire troop. They also give an ACC and DEX boost and are one of three weapons that can't be countered against. Similar to the Spear, they have some DEF negating effects only factoring in half an enemies.

Whip - Whips function much like Katanas without the power and are only 1-H, however their power is boosted by AGI natively. While they are more focused towards hitting multiple enemies at once, their single target options are more flexible than a Katana. Similar to Daggers, Whips can also come with natural state inducing properties. They are Cut based weapons.

Staff - Staffs are the weakest physical weapon and are Bash based. What they lack in physical power they boost in magic power. They also increase the max MP of the wielder and increase MAT. They are however 2-H but do provide slight DEF boosts in an attempt to compensate.

Book - Books set itself apart from regular weapons in that they don't run off the ATK stat at all, and it's "normal attack" runs off the user's MAT stat instead. Although it doesn't give the wielder an MP increase like Staffs, they increase magic reflection, MAT and also MDF. At higher levels they give give a passive MP regeneration. They are 1-H allowing the use of a shield or buckler. Cannot be countered physically.

Claws\ Knuckles - Similar to Daggers, but stronger this weapon comes in two variations; Claws (Cut) and Knuckles (Bash). Like Daggers they are 1-H weapons that can dual wield and give a small DEF boost due to protecting the user's hands. These melee bruisers are best suited for single targets and hit more often than most weapons but less than Daggers. They also are the only weapon of giving counter attacking qualities.

Boomerang - A ranged and Bash variation of a Whip, but fairly weak. Like the Bow and Book, attacks from this weapon can't be countered. Similar to the Katana, the Boomerang is best suited to entire enemy groups and have limited single target options. Being light and 1-H like the Dagger, Boomerangs give an EVA boost.
 

TheHonorableRyu

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Differentiating physical damage types can give distinction to weapon types, but it can also make for a tedious experience in having to frequently switch weapons to deal optimal damage, especially if weapons have associated skills that require some sort of investment to use.
It seems like this would be more of a problem if the player only controls one character and switching weapons was a tedious process. If the player controls multiple party members each wielding different physical damage types (like cut, blunt, edge, etc.) and there's a good variety of enemy targets, then it's more a matter of matching the right character to the right target. In a single character game the tedium can be eliminated by making switching weapon types fast an east. The Witcher does a good job of this: you can switch between Strong, Fast, and Group styles with a single key press. 
 

RetroNutcase

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I can agree that if the game becomes total rock paper scissors, this could be a problem. I feel like the best way to handle differing melee weapon damage types (Slashing, piercing, crushing, etc) would be to not necessarily have enemies only be affected by one, but simply make it so some are better than others. Or make it so that a diverse party setup can easily overcome the problem. I'll admit I've always been a bit partial to the idea of multiple physical damage types since Demon/Dark Souls however, due to the fact it actually made a certain degree of sense.

It kind of blew my mind when I went into an area full of Skeletons and found that a slashing weapon meant to cut was of limited use versus skeletons, as opposed to a crushing weapon like a mace. By the same token, tough, scale skinned enemies meant to deflect slashing weapons were best dealt with by using a piercing weapon that could go through the 'cracks' so to speak. I think it adds a bit of depth to your weapon choice, and would reward diversifying your party's weapons in a turn based system.
 

Wavelength

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I can agree that if the game becomes total rock paper scissors, this could be a problem. I feel like the best way to handle differing melee weapon damage types (Slashing, piercing, crushing, etc) would be to not necessarily have enemies only be affected by one, but simply make it so some are better than others. Or make it so that a diverse party setup can easily overcome the problem. I'll admit I've always been a bit partial to the idea of multiple physical damage types since Demon/Dark Souls however, due to the fact it actually made a certain degree of sense.

It kind of blew my mind when I went into an area full of Skeletons and found that a slashing weapon meant to cut was of limited use versus skeletons, as opposed to a crushing weapon like a mace. By the same token, tough, scale skinned enemies meant to deflect slashing weapons were best dealt with by using a piercing weapon that could go through the 'cracks' so to speak. I think it adds a bit of depth to your weapon choice, and would reward diversifying your party's weapons in a turn based system.
If you go with this approach (and I'm not saying it's a bad one; in fact I think it could be quite fun) you absolutely need to give the player some indication that a certain enemy will be weak or strong to piercing or slashing or magic-infused or any other type of weapon.  To you "piercing should be used against scaley enemies" might make a lot of sense, but someone else is going to think of killing a scaley snake with a slashing weapon like a machete.  An enemy status window that shows this kind of thing (at least if the enemy has been "Analyzed" or killed before; maybe always) would be very helpful to the player and could make it into a good system.
 

bgillisp

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One other thing to remember is to not over complicate it. People play games to relax, after all. If you have too many weapon types and too many differences, the average player is going to say "Forget it" and just grab a sword and move on.
 

TheHonorableRyu

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People play games for different reasons, though. "Relaxing" is about the last thing I'm doing while playing Dark Souls or Metal Gear Rising: Revengeance, and there's a lot of MOBA, MMORPG, CRPG, and D&D players who don't play jRPGs in large part because feel they are too simplistic and limited. On the other hand many "average players" don't play anything less casual than FarmVille or Candy Crush. It depends on what you're going for or what's your intended audience.

 

A lot of really good games are "simple to learn, difficult to master." Presentation is a key area here, how clearly and effectively you can relate the core rules to players while still offering depth. Games like Monster Hunter or Pokemon tell the player enough to make informed decisions that will get them through the game (they don't overwhelm the player by telling them everything at once), but then offer a lot of hidden or implicit depth/complication for those who want it or who want to complete the hardest challenges or sidequests.

 

If you go with this approach (and I'm not saying it's a bad one; in fact I think it could be quite fun) you absolutely need to give the player some indication that a certain enemy will be weak or strong to piercing or slashing or magic-infused or any other type of weapon.  To you "piercing should be used against scaley enemies" might make a lot of sense, but someone else is going to think of killing a scaley snake with a slashing weapon like a machete.  An enemy status window that shows this kind of thing (at least if the enemy has been "Analyzed" or killed before; maybe always) would be very helpful to the player and could make it into a good system.
 

There's a lot of ways to handle this, especially if one's rules are consistent! An enemy status window is good. In Dark Souls introductory weapons have item descriptions that say things like "sharp slashing attacks are effective against cloth and flesh, but not against metal armor or tough scales" or that thrusting weapons like spears are "Effective against hard exteriors." (I could be wrong, but don't think the game uses the rationale that spears slip through the cracks of scales; it's rather that thrusting weapons like spears are effective against hard exteriors, including armor and scales.) One could also have a scripted battle event that serves as a tutorial on how to properly use weapons. 
 

Silenity

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Here's how I personally deal with different types of melee weapons.

Swords - have a counter rate allowing you to parry attacks

Axes - high attack power, lowers speed, % chance of lowering defence, low hit rate

Hammers - highest attack power, attack speed and agility penalty, almost always two-handed, % chance to cause confusion

Spears - % chance to hit another random foe, can be thrown for 8x damage but you lose the spear, pierces the guard state

Bows - increased accuracy and crit chance, 2 handed, flying enemies very weak to ranged damage, take aim skill which you lose a turn for increased damage

Crossbows - very high crit chance, 1 handed, increased damage to flying units, must reload every 2 attacks

There's also the way RuneScape deals with weapons.

There's 3 different types of weapon damage: slash, stab, and crush.

Each weapon-type has access to at least on of the weapon damage types.

Here's a link to more information about RuneScape's weapons

http://2007.runescape.wikia.com/wiki/Weapons
 
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Wavelength

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One other idea for conveying it is to have popups (like "Supereffective!" or "Ineffective") when you hit weak points or resistances with weapons.  This lets you discover the enemy's weak/strong points for yourself but gives you the feedback you need to judge whether it worked well or not.  Addiitionally, once the enemy's weakness is discovered, a persistent icon over them to say "hit me with piercing!" would be really good.
 

Build

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I know this topic is about a year old- but I wanted to share how i made my weapon composition.


Weapon 'Elements'


Edge - The most basic Weapon Element, weapons with this element are usually fast but are less effective against armored/tougher opponents. (E.G. Swords)


Pierce - A balanced Weapon Element, weapons that thrust as their main method of attack, average speed and effectiveness against armor. (E.G. Spears)


Crush - The heavy-hitting Weapon Element, weapons that use weight, not sharpness, to deliver their damage. Very slow but more effective against armor, most of the time. (E.G. Maces, Hammers)


Ranged - A sub-element for weapons that are ranged, mostly to class damage and weakness for things that fly or are weak to ranged weaponry


Weapon Classes


Light - Light weapons are the fastest but deal the least amount of damage.


Average - Average speed, Average Damage.


Heavy - High amounts of damage, but the slowest. These also are usually double wielded.
 

Kes

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Build, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.



Some forums on the site have slightly different rules e.g. Scripts and Plugins where people will want to ask questions about how to use them or to report bugs and having a time limit is not realistic.  But generally speaking, the limit is 30 days.
 

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