Primitive Whip

==/// SUMMARY==
The Primitive Whip is the first Summoner weapon given to all players at the start of a session. It is an introductory weapon to Summoner's whips, a sub-genre that focuses on attacking enemies alongside with the user's minions. It is always available in the shop and requires no cash to be purchased. In Gamemodes that provide their own starting weapons, Primitive Whip will not be given.
==/// MECHANICS==
The Primitive Whip is a close-ranged Summoner weapon that swings in the direction of the user's cursor when [LMB] is pressed. Enemies that are hit by the tip of the whip will automatically be marked, causing the user's summons to target them. Hitting marked enemies will add 5 tag damage to this whip. It cannot deal critical hits and does not feature any damage diversity.
Hitting marked enemies will additionally restore 2% of the user's HP on hit, and provide the user Primitive Instincts, increasing Speed-related stats for Summoner and Defense. Killing enemies with the whip will increase the amount of HP% restored by x1.5.
==== // CONTRIBUTION RATE ====
Equipping whips will increase summon contribution rate by +50%. Anything that contains 100% contribution will not be affected.
===// CHAINWHIP (CW)===
If the user owns two or more whips, they can initiate Chainwhip by hitting enemies with differentiating whips while attacking. Chainwhip requires the user to cycle through different whips and hit enemies at a constant pace. Hitting enemies with a different whip three times will start the combo, initiating Chainwhip. This negates the whip's Equip Time and increases the whip's Range, Attack Rate, and Speed Boost on equip. The longer the user maintains their Chainwhip Combo, the more Range, Attack Rate, and Speed Boost will be granted.
During Chainwhip, any used whips will be marked as used for some time, essentially functioning as a cooldown. Any used whips that are on their cooldown will have their icon shown over the user's cursor. Swapping to a whip that is on its downtime and using it will penalize the user by decreasing the time remaining before Chainwhip ends. It is important to remember that this only applies when SWAPPING to a used whip; hitting an enemy with a whip that wasn't previously flagged as used will not penalize the user, even if it is considered used at that point, and the user may then choose to freely use that whip for as long as they wish until swapping to another whip. Cooldowns and penalties for Chainwhip are increased by the following:
* Having a longer Chainwhip combo
* Having more whips in the inventory
=== // MULTIPLIERS ===
This weapon doesn't have any specific multipliers against any enemy classifications.
=== // EFFECT STATS ===
==== Primitive Instincts ====
Increased Summoner speed-related stats and Defense
* +10% Attack Speed, Fire Rate
* +10% Defense
==/// STRATEGY==
# Primitive Whip can help drastically with summoner performance, hitting enemies will immediately cause summons to target said enemy, this can increase summons fire rate and damage, additionally, it is able to increase contribution overall with summons, making it very important tool for early game.
# Even if it's not necessary to use, it can act as statistic buff to your summons from the effect, including defense.
# Primitive Whip can help with chainwhipping by making it slightly easier to keep and start, chainwhipping also requires atleast 2 whips which can allow the user to not bloat their inventory with whips for chainwhipping.
# Primitive Whip's damage performance is pathetic, making it a terrible choice for multi-classing. Although Primitive Instincts buff may prove otherwise at times.
#
==/// TRIVIA==
#The whips are inspired by Terraria's whips.
Category:Inventory
Category:Summoner