Includes melee damage, most perk damage and burn damage. Displayed as a red spike bubble with a normal number on it.
[[]]Essentially, tapping on top of an entity (Aka mob or player) will trigger the Red interaction indicator. The player's hybrid will approach the indicator's position (Which follows the target) and attack it.
A game of not-really dice rolling begins, and target hybrids usually fight back under set conditions. Damage bubbles pop up, with their colors and text indicating the event that has happened to the creature below it:
Includes melee damage, most perk damage and burn damage. Displayed as a red spike bubble with a normal number on it.
[[]]Includes 0 damage, Misses and Dodges. Blue bubbles that display the afformentioned text. [[]]
Includes green and purple damage bubbles. Mostly cosmetic, though possibly indicative. [[]]
Red bubble displaying 999 damage. Shows up after the black hole effect has been triggered. [[]]
Weapons allow the user to deal more damage to their opponents. They function as minor bonuses as the normal hybrid's danage takes the spotlight. Currently they possess no unique animations or cooldown mechanics, and thus the Weapons update is mainly cosmetic and raw numbers. The damage number is shown through the bubble on the top left corner of the inventory slot.
TFH should address the balance issue for every piece of equipment, but he hasn't done that, so here we are.
Also, to paraphrase Prof: The naming convention is garbage.
The most basic weapons, which can be crafted immediately after acquiring the Wooden Pickaxe (No Crafting requirement). These include the Stone Sword and the Stone Double Dagger.
[[]][[]] Adds 1 damage on average to the player's damage output.
Recipe: 1 Stick, 3 Stone
[[]][[]] Adds 2 damage on average to the player's damage output. The logic is slightly fucked.
Recipe:Weapons that deal slightly more damage to Stone ones. Requirements for Crafting and Attack are enabled. Include the Sword, Double Dagger and Cleaver.
[[]][[]] Adds 3 damage on average to the player's damage output. Requires Attack... to use.
Recipe: 4 Metal Bars
[[]][[]] Adds 4 damage on average to the player's damage output. Requires Attack... to use.
Recipe:
[[]][[]] Adds 5 damage on average to the player's damage output. Requires Attack... to use.
Recipe:Weapons that deal slightly more damage to Metal ones. Require crafting 18 to make. Include the Sword, Double Dagger and Cleaver.
[[]][[]] Adds 6 damage on average to the player's damage output. Requires Attack... to use.
Recipe: 4 Titanium Bars
[[]][[]] Adds 7 damage on average to the player's damage output. Requires Attack... to use.
Recipe:
[[]][[]] Adds 8 damage on average to the player's damage output. Requires Attack... to use.
Recipe:Weapons that deal slightly more damage to Titanium ones. Require Crafting... to make. Include the Cleaver, CurveSword and TwinSword. Also isn't gold supposed to be softer than titanium? Or iron for that matter...
[[]][[]] Adds 9 damage on average to the player's damage output. Requires Attack... to use.
Recipe:
[[]][[]] Adds 10 damage on average to the player's damage output. Requires Attack... to use.
Recipe:
[[]][[]] Adds 11 damage on average to the player's damage output. Requires Attack... to use.
Recipe:Weapons that deal slightly more damage to Gold ones. Require Crafting... to make. Include the CurveSword, TwinSword and Hasta.
[[]][[]] Adds 12 damage on average to the player's damage output. Requires Attack... to use.
Recipe:
[[]][[]] Adds 13 damage on average to the player's damage output. Requires Attack... to use.
Recipe:
[[]][[]] Adds 16 damage on average to the player's damage output. Requires Attack... to use.
Recipe:Currently weapons with the highest potential DPS boost due to the Burn effect scaling directly with base damage. These require Crafting... to make, and include the TwinSword, Hasta and SwirlSword.
[[]][[]] Adds 18 damage on average to the player's damage output. Requires Attack... to use.
Recipe:
[[]][[]] Adds 20 damage on average to the player's damage output. Requires Attack... to use.
Recipe:
[[]][[]] Adds 23 damage on average to the player's damage output. Requires Attack... to use.
Recipe:Have a 25% RNG chance to inflict the Freeze effect, which is similar to being webbed. Also marks a point in which the damage starts to scale up more heavily. These require Crafting... to make, consisting of the TwinSword, Hasta and SwirlSword.
[[]][[]] Adds 6 damage on average to the player's damage output. Requires Attack... to use.
Recipe: 4 Titanium Bars
[[]][[]] Adds 7 damage on average to the player's damage output. Requires Attack... to use.
Recipe:
[[]][[]] Adds 8 damage on average to the player's damage output. Requires Attack... to use.
Recipe:Weapons that deal slightly more damage to Stone ones. Requirements for Crafting and Attack are enabled. Include the Sword, Cleaver and Double Dagger.
[[]][[]] Adds 6 damage on average to the player's damage output. Requires Attack... to use.
Recipe: 4 Titanium Bars
[[]][[]] Adds 7 damage on average to the player's damage output. Requires Attack... to use.
Recipe:
[[]][[]] Adds 8 damage on average to the player's damage output. Requires Attack... to use.
Recipe:Weapons that deal slightly more damage to Stone ones. Requirements for Crafting and Attack are enabled. Include the Sword, Cleaver and Double Dagger.
[[]][[]] Adds 6 damage on average to the player's damage output. Requires Attack... to use.
Recipe: 4 Titanium Bars
[[]][[]] Adds 7 damage on average to the player's damage output. Requires Attack... to use.
Recipe:Weapons that deal slightly more damage to Stone ones. Requirements for Crafting and Attack are enabled. Include the Sword, Cleaver and Double Dagger.
[[]][[]] Adds 6 damage on average to the player's damage output. Requires Attack... to use.
Recipe: 4 Titanium Bars
[[]][[]] Adds 7 damage on average to the player's damage output. Requires Attack... to use.
Recipe: