Weapons

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==Description==
Tools constructed with the intent to harm others, polished to be efficient killing devices.
Weapons can be bought from shops or obtained from chests. Training your Weapon stat requires you to hit/parry with your weapon.
When obtaining a weapon, it comes up to 3 stars on it, which adds either +2% extra damage per star, +5% extra penetration per star (14% at 3 stars), or +4% weight (posture damage) per star. It is best to obtain 3 stars for the weapon you want in order to maximize effectiveness. However, this may prove a tiresome task considering how rare a favourable weapon can be. Weapons can also come with an enchant or a curse. Certain weapons can also scale off of a player's Attunement (Hero Blades, for example), or just another attribute altogether (Light's Final Toll, for example).
All weapons within the game have chances of being found with (or without) different enchantments or qualities along with them. Even if the characteristics of your current weapon are not to your liking, there are multiple different mechanics in the game that can change the qualities of your weapon.
* Smith's Alloy, a relic that adds a star to your currently equipped weapon. If you already have max stars (3), the bonus will be rerolled (Ex: 3 Star PEN - > 3 Star Weight).
* Laplace, who will enchant your current weapon (whether it already has an enchantment or not) in exchange for 3 random enchantments (Works with both weapons and equipment even if they are soul bounded).
* Enchant Stones, items that can be found in Layer 2, Maestro, and Astral Knights guaranteeing a specific enchant.
* Deepshore Fossil, an item enchanting your current weapon with any enchant of your choice aside from the Astral enchant.
Enchanted weapons always have at least one star. (Re-equipping your weapon will add a star to it if it does not already have one.)
==Stances==
Pressing will change your stance, changing the way you wield your weapon. 
*Light Weapons are locked to the One Handed stance. 
**Fists are able to switch between the Way of Navae and Legion Kata fighting styles.
*All Medium Weapons except for Rifles, the Imperial Staff, the Wyrmtooth and the Purple Cloud can freely switch between One Handed and Two Handed stances. 
*All Heavy Weapons except for the Railblade and Gran Sudaruska are locked to Two Handed stances; however, this can be changed through obtaining 40 HVY, which allows players to freely exchange between One Handed and Two Handed stances when wielding a heavy weapon. This allows you to use an offhand weapon along with your heavy.
===One-Handed===
*Can use offhand weapons such as shields, guns, or side daggers.
===Two-Handed===
*Deal increased posture damage with hits. (10% more than 1 hand)
*Cannot use offhand weapons.
==Key Terminology==
*Requirements: Attribute(s) and/or levels required to wield a weapon. 
*Base Damage: Base weapon damage dealt with 0 points of scaling. 
*Penetration: Weapon damage% ignoring armor and/or resistances. Caps out at 50%, but the cap can be removed with Million Ton Piercer or Ether Overdrive Talents.
*Chip Damage: Weapon damage bypassing through block.
*Scaling: Scaling for weapon attribute(s). 
*Weight: Posture damage dealt. 
*Range: Horizontal reach of a weapon (not counted by studs).
*Swing Speed: Speed of basic weapon attacks (M1s). Compared to the default Sword swing speed of 1.00x
*Endlag: Lingering duration after a basic weapon attack (Self-stun after M1s).
*Scaled Damage: Weapon damage dealt with full attribute scaling (100/103 points in each scaled attribute) and 6 Proficiency (including bleed). This doesn't account for any DMG stars on a weapon. 
*Alloyed Weapon/Alloyed Stats: Weapons stats from the Alloyed version. Stats which remain white are the same as the non-alloyed version.
*Bleed: 30% of the weapon's scaled damage proccing 3 times over a 0.3 second period, causing a total of 130% more damage in 0.9 seconds. Bleed causes extra blood loss as well. The "Scaled Damage" shown with bleed weapons is including the bleed damage. Multiply the final damage by 0.77 to find damage excluding bleed. Bleed damage is not affected by damage multipliers (excludes base modifiers and PVE scaling).
*Hallowtide: Weapons only obtainable during the Hallowtide event, which occurs yearly to celebrate Halloween, or with Hallowtide Medals at Blacksmiths outside of the event. These weapons cannot be dropped but can be passed down normally through the Hippocampal Pool located in the Fragments of Self
*Legendary: Special weapons which can't be enchanted and are automatically soulbounded upon equipping them. These weapons cannot be passed down and or transferred without the use of 40 Echoes (or through the Bank for the cost of 1 Knowledge if soulbound.)
**Relic: Functionally identical to Legendary Weapons, but are crafted instead of being dropped by a mob or quest. These will be treated as Legendary Weapons as they are functionally identical with only differing drop sources.
*Boss Weapon: Weapons that can only be obtained by killing certain Bosses. 
*Exclusive Weapons/Skins: Weapons that can only be obtained by some / given to by special people.
==Types of Weapons==
<tabber>
|-|Light= 
Light weapons are one-handed weapons. They are fast and agile, with high attack speed, but they often lack damage and range.
|-|Medium=
Medium Weapons are both one-handed and two-handed weapons. They are a balance between speed and damage.
|-|Heavy=
Heavy Weapons are two-handed weapons, but they can be wielded with one hand if you have 40 stat points into heavy weapon. They are slow, but have superior range and pack quite a punch. They feature powerful critical attacks, that usually provide hyperarmor, instantly guard breaks if blocked and apply knockdown on the enemy.
All Heavy Weapons uniquely possess the "return swing" function, which allows them to gain Armor on a basic attack after a successful parry.
|-|Hybrid= 
Hybrid Weapons are weapons that require two different weapon stats, such as requiring Medium and Heavy stats.
|-|Elemental=
Elemental weapons scale off a certain element, but that does not mean that all of them do elemental damage. Apart from that, they share similar traits to their respective category of weapon.
|-|Offhand=
Offhand tools/weapons, are tools/weapons that you wield in your offhand and in order to be used require you to one hand your main weapon. These offhand tools/weapons have their own requirements, and can range from shields, to guns. 
|-|Exclusive=
Weapons/Weapon Skins that are exclusive for special people.
</tabber>
==Calculating Damage and Attack Speed==
This is the formula used to calculate the damage of a weapon with one scaled attribute (excluding bleed and/or modifiers). 
*0.00075 x {BaseDamage x Attribute Scaling x Attribute Level x [1 + (Proficiency x 0.065)]} + BaseDamage
Damage calculator (Single, Dual and Tertiary Attribute Scaling [Scaling rings included])
The formula to calculate the damage with damage multipliers taken into account is: 
*MultipliedDamage = WeaponDamage x (1 + DamageModifiers%/100)
The formula to calculate the damage of a weapon including bleed is 
*BleedDamage = WeaponDamage x 1.3 or BleedMultipliedDamage = WeaponDamage x (1 + [DamageModifiers% + 30%]/100)
The time it takes for your weapon to swing in seconds is approximately half the inverse of its swing speed (the higher the swing speed, the quicker the weapon swings). Therefore, a weapon with 0.5x swing speed would take close to 1 second to swing, while a weapon with 1.0x swing speed would take close to 0.5 seconds to swing.
Players can use this formula to figure out their attack speed. 
Attack Speed = (\tfrac{1}{SwingSpeed}\times1.3) \div 2
The formula below can be used to find a weapon's DPS (damage per second) without factoring in bleed, endlag, or client delay (ping). 
DPS = Weapon Damage \times {Swingspeed}\div1.3 \times2
==Trivia==
*You can pass down soulbound weapons for 40 echoes each; however the weapon will be automatically soulbound to the next character.
*Changing stances, contrary to popular belief, does NOT affect swing speed.https://www.youtube.com/watch?v=VyqkdcwrjH4
*Hero Blades, despite requiring attunement stat points and not weapon stat points, scale with Proficiency as opposed to Songchant.
*The weapon with the highest: 
**Base Damage: Divine Greatsword (30)
**Requirement: Hivelord's Hubris, Kanabo, Chorus of Agonies (100 HVY)
**Dual Requirement: Hivelord's Hubris (100 HVY, 60 STR)
** Triple Requirement: Imperator's Edge (80 STR, 80 FTD, 80 MED)
**Highest Attribute Cost: Imperator's Edge (240 Attribute Points)
**Penetration: Shattered Katana/First Light/Nemit's Sickle/Kyrsedge/Kyrstreza/Flareblood Kamas/Pernach/Pleeksty's Inferno/Nocturne (30%)
**Chip damage: Night Axe (80%)
** Scaling: Repeater, Divine Flintlock (15)
**Weight: Sovereign's Punishment (13)
**Range: Repeater, Divine Flintlock (12)
**Swing Speed: Divine Flintlock (1.33x)
**Highest DPS: Divine Greatsword (110 DPS)
*Both of the Rifle Basic Attacks have the same range.
*Aranea is the first item to have an unobtainable stat prerequisite.
*The Rifle weapons are the only type of weapon that have four basic m1s before a flourish.
==References==
Category:Weapons
Category:Character
Category:Mechanics
Category:Items