Weapons and Magic - What to Use

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    Regular Shields - 3.02

    Post by User on Sat Feb 11, 2012 12:59 am

    Regular Shields; With a medium amout of weightage, amost being physically immune, most having a good stability, and most easily useable with a regular parry and blockage, Regular Shields are the msot refinly used shields, rivaled only by the Greatshields themselves. As it is, Regular Shields are the most common as well, making the usage of such things being easily loved by all. Although it has higher stability than the Small Shields, Stability can not be any higher than the Greatshield known as the Bonwheel Shield, which is more offensive than defenseive. As is, not all of the shields are physically immune either, including the White Dragon Shield, the Spiked Shield, and so forth. such objects are more so orientated towards normal combat, although some are orientated towards Magic and Flame resistance. Only a few, including the gargoyle Shield, are resistant to Lightning by a good amount to count as a useful counter against such things.



    As it is, Regular Shields are mostly metal. Such shields that are of defensive quality are made just to block, although all such shields also parry as well. The only shields that ignore such lessons include the Spiked and Piercing Shield, which replaces parrying with an attack with the R2 moveset on the left hand. As it is, the Spiked Shield also causes bleeding while hitting people, which immitates as a good wasp towards enemies, agitating those. Yet, since their resistance to physical is not whole, they are deemed usually unworty for combat in PvP. For players who do not use such parrying, they would use the bash to inflict a quick unexpected jab, against enemies that they deem of an annoyance, and making usage to a shield other than to hide behind. As it is, the most popular shields include the Black knight Shield and the Astora Knight Shields, as their resistances towards different things is high for that of a shield, while others fail to reach such expectations.

    Many shields are ignored by magic, in which many players aim for the crest shield as the most popular, since they despise magic and depend upon the resistance the shield gives off, compared to other regular shields. Even so, shields can easily be removed with kicks and force magic, so be warned when using it for basic cover.


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    Greatshields - 3.03

    Post by User on Sat Feb 11, 2012 1:00 am

    Greatshields; The greatest resistors of all shields, as they have a high stability and an exceptional if not superior resistance to many other shields. Focusing on the factors of blocking, it does not have abilities such as blocking. Instead, all except for Havel's Shield bashes instead, in which case has a small blunt attack to blunt enemies with a little smack, despite how little damage it usually does. As it stands, Havel's Shield invokes resistance to all things for a certain amount of time, although it also decreases the shield's durability by 300 from the 500 it has. Even so, the shields are basically used for blocking, and blocking only. Those who bash usually use it for Pve Usage only, or to be comical. Of course, bashing enemies that are close can be used to move enemies away.

    Point Up Point Up Point Up Point Up Point Up

    As it is, the greatshields are the ultimate supporters of spears and rapiers, as they can take more hits than other shields. As were, using a shield as such with a spear that is long, while covering a door, can help block and force enemies in a tight corridor as such, and take them out with such ways. Even so, these shield weilders are also heavy, and locking onto enemies that run around and backstab is hazardous in an open area. As such, these shields are meant solely for players that can take it, and must be clear that those who use it are weighing themselves in the battlefield.


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    Weapon Qualifications - 4.00

    Post by User on Sat Feb 11, 2012 1:01 am

    Their are many weapons have their own qualification as of what is more suted compared to the other. Do i use a curved sword, or do I use a spear? A crossbow, or a whip? As it is, their are different qualifications as of what weapons would be more suitable, compared to that of other weapons at will. As it is, all weapons have their own qualities, and must be recognized as such.


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    Rapiers and Spears - 4.01

    Post by User on Sat Feb 11, 2012 1:03 am

    Rapiers and Spears; Qualification of the only two weapons that can be used behind the cover of a shield. Despite how little the rapier can be used, the qualities of such weapons is more so usable than that of a spear in most cases. As is, Spears were invented in the dependance of behind cover, and can be said that it is meant to keep enemies away from touching the player, and exposing himself. For the rapier, it is a sword that can be used both in exposure and cover, which relys on more ability of combat. As is, shields take more endurance to use than rapiers in most cases, such clarities shows that spears are meant for those of middle to late game with high patience and orientaion. As Rapiers does to, the rapier has more freedom of different moveset, and does not need to rely on a shield with high stability. Rather, since two of the rapiers has a greater critical hit counter than others, being that of both 110 and 120, the rapier can be used for a regular shield, or even more so a small shield, in which case it blocks and fights for better security, as well as parry and do critical hits at certain times. However, Spears are more oriented to Regular Shields and greatshields, as the Spear must depend upon the cover of the shield, and the shield alone



    As such, both the Spear and the Rapier are meant to deal damage against heavily and medium armoured enemies. As such, such decisions of combat is narrowed down to such situations. As long spears have a noted minimum range, it can be said that the rapier has none, as most weapons that are not pole arms nor spears are. As it is, Rapiers has its own qualities of combat, being more diverse and idependent, while the spear is less of such quality. Howver, such spears as the Dragonslayer Spear can allow a longer range when enemies are afar, as the player can cast lightning attacks with the spear towards enemies.


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    The Three Swords - 4.02

    Post by User on Sat Feb 11, 2012 1:03 am

    The Three Swords; Curved and Katana, rapier, and Straight Swords. The three basic classes of weaponry. As the Straight Sword aims for balance, the other two aim for imbalance. As it is, both the curved and straight swords have a swinging attack, in which case both have an AOE attack, as well as in individual swinging attack when two-handed movesets are used. The rapier, however, is stuck with movesets similar to that of a spear, excluding the Estoc, which can also swing like a normal sword. As it is, the Curved Sword and Rapier focus on dexterity and some strength, while the straight sword mostly focus on a balance of the two, or dexterity with some strength scaling. When it comes to the base damage, the Rapier is the worst, the second is straight swords and normal curved swords, while the best class of base damage is that of the katana, although the scaling as such is debatably worst than the rest, as well as other qualities.

    Look Skyward Point Up

    Different weapons have different lengths. As the Rapier has a variety of lengths, the curved swords are close to being that of daggers, while the straight swords scew for size, and it can be as long as an Estoc Sword. As it is, the Rapier focuses on the weakness of heavy weapons, while curved swords aim for the resistance of light to bare enemies. The straight sword, as it does, aims for the medium. For players who want to focus on both strength and exterity, a Straight Sword is a good option, sometimes ranking higher than the rapiers and curved swords, and later on the katanas, when it comes to quality later in game. However, the Katanas, being a curved sword, beat all early game, while the rapiers and such are good for a steady length, although are not superior to many of its rivals, is better than other choices in many circumstances. As it is, both different types of weaponries can be easily said to be depended upon the skill of the player, and the player alone.

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    Hammers and Axes - 4.03

    Post by User on Sat Feb 11, 2012 1:05 am

    Hammers and Axes; As it is, these two are possibly the most logical combatments in terms of weaponry. As it is, both are based upon the factor of raw physical damage. However, the Axe is more orientated towards an AOE swinging motion, compared the Hammer's downward motions. As it is, the Axe also has such motion for the R2 attack, but most of the hammers do not have such sideways swings. As it is, the Axes have a tie to dexterity as well as mostly to strength, but the hammer weapons are mostly orientated towards strength only, with the exceptions of the picks. As it were, the Hammers are that of massive quantity, but that axes are more common in terms of usage.


    As the axes usually have more of a base damage than most of the hammer weapons, the strength weapons such as the Club and the Mace are superior when it comes to the Base and Scaling, as a +15 Club with 50 strength would do more damage than what a similar soul level that tried to balance out dexterity and strength for such axes. With such variety, it allows the players to focus upon such things.

    Point Forward

    Both weapon types stagger when they miss, however the Axe has shown that it staggers long that most blunt weapons. Even more so, the Axes also have less of a stunning capability than Hammers do... excluding the Pick-Axe, in which soft enemies are more resistant that heavy ones, due to their thrusting quality rather than smashing. However, such weapons also be recognized taht the Axes have more so a longer reach than the hammers in most cases, and the AOE of an Axe is usually greater than a Hammer, due to its sweeping motion. If an axe does not stagger, its repitition is faster than the hammer. Both need to be taken care of, but the Axe is more player firnedly in terms compared to Hammers.


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    Blunts and Pole Arms - - 4.04

    Post by User on Sat Feb 11, 2012 1:07 am

    Blunts and Pole Arms; As it is, all Axes and Hammers, both great and lesser, has its charms. However, Pole Arms can be recognized that they have a far greater reach than almost every Blunt weapon, excluding the Demon great Hammer and the Dragon Tooth. As it is, Pole arms are made for reach, and their bluntness and thrust is that to qualify agains thte heavy. Similar to that of the Pole Arms, the Blunt Weapons aim for the heavies as well, however they are also more damaging towards the naked and light armoured as well. As it is, the Pole Arms stagger as well as others, although their staggerment is usually longer than that of other blunt weapons. However, unlike the Pole Arms, the Great blunts also stagger after every R2 swing they do, leaving the player vulnerable, even if they do not actually stagger. As is, the Pole Arm is a more defensive and safe reproach, while the Blunt Weapons are designed for pure energy in most cases.


    Wave

    The Pole Arms are used by many under the medium side of Soul Levels, as it lacks scaling. However, unlike the lesser blunts, the Base Damage it contains is far greater than a lesser blunt weapon. Even so, they are easily more wieldy than the Greater Blunts, so the Pole Arms have it at that favour. Still, these Pole Arms do disintergrate in quality after the later levels, excluding the halbreds such as the Giant's Halbred, which aims for such qualities of 'highness'. As it is, Halbreds have their own sense of quality, although they are less popular than the greaters. As is, the halbreds hold their own, and are more of the offensive versions of what the spears could be, but better.


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    Twinkling Weapons vs Regulars - 4.05

    Post by User on Sat Feb 11, 2012 1:08 am

    Twinkling Weapons vs Regulars; As it is, the Twinkling Weapons are based upon only 5 ascensions from the original. As well, their are no twinkling weapons that can be buffed VIA a resin or magic, nor can these weapons ever have the same later game quality as those of regular weapons, as well as dragon weapons. As Dragon and Demon weapons are similar to that of TWinkling Weapons, they share the same bedding together, however the qualities of such make it so that Dragon weapons can fair against other weapons in very late game, and the Demon Weapons reach higher qualities than that of the Twinkling Weapons. As it is, most Twinkling Weapons are weapons that usually have an essence of magic, fire, or lightning, although a few have the designs of just physical as well.

    Despite all this, many players use Twinkling Weapons instead of regular ones. Usually, when players use regular weapons, they ascend them into an elemental, which eliminates scaling and buff capabilities for raw power. the Faith and Magic capabilities also allow the usage of Faith and Intelligent users to succeed, while most of the weapons of such Twinkling status are stationary of what they allow for players to use. As it is, the Twinkling Weapons are easier to upgrade, as it costs 2000 for 10 twinkling twilight stones, which can be obtained more so than slabs, and sometimes certain chunks, such as Red and Blue chunks. As it is, the Regular weapons allow more diversity, while the Twinkiling Weapons, including the Dragon and Demon weapons, are fixed and can not be altered, other than a few damage and possible scaling from twinkling titanites, scales, and demon titanite


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    The Soul Weapons - 4.06

    Post by User on Sat Feb 11, 2012 1:09 am

    The Soul Weapons; As it is, all Demon Weapons, excluding the Gravelord Sword, all derive from the souls of others. That is, the Gravelord Sword is that of a piece of the Gravelord Nito himself, so such qualifications can be understood that it had sprouted form his souls. As is, all Demon Soul Weapons have their own qualities. As each soul can make one to three weapons, a few that are not catalysts can be upgraded VIA soul, after + 10 has been achieved for certain weapons. As it is so, the weapons are all unquie. Being more reliable than most of the Twinkling Wepaonry, it can be said that some of them are more driven

    Look Skyward

    to focus on certain enemies. For example, the Moonlight Horn Spear would be unadviced to use upon a Stone Knight, due to their resistance, or use the fury sword upon someone such as Quelana, as she is immune to fire.

    Also, these weapons have more qualities than that of Twinkling Weapons. When it comes down to it, the player will not find all of these soul weapons to their liking, as all of them have their own requirements of level, skill, and liking. As it is, the Demon weapons are of far superior quality than most weapon from early to late game, although some do not reach that quality in late game, such as a Crystal Ring Shield. As it costs 5000 souls to upgrade, the player must choose what to do for such things. The only weapon that does not follow this is the Dragon Bone Fist, which requires Dragon Scales to upgrade, but follows the same path as other Soul Weapons.


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    Dragon Weapons - 4.07

    Post by User on Sat Feb 11, 2012 1:10 am

    Dragon Weapons; These Weapons, most deriving from that of a tail of a dragon, are weapons that have the orientation of the power of the Dragon. as the scaling of the soul does not help any of these weapons, other than the lesser fist and dagger dragon weapons, these weapons are all based upon the reliance of the player. Based solely on Raw Strength Power, they also have the capability of magic, most being that of Force Magic, such as the Drake Sword and the Dragon King Axe. As it were, the Magic Qualities damage the Dragon weapons by a good amount, and do not do as much as a normal physical attack. However, such power allows combat against the mass, as well as PvP usage against players with high, high poise. As it is, these abilities are used to bring chaos and destruction

    Look Skyward Point Up

    As it is, their is a Sword, a Dagger, a Fist, an Axe, a Greataxe, a Great Hammer, and the Greatsword. As all Have Magic Capabilities, the dependance upon the player is solely the factor of survival. Being very useful early game, and then being a good rival contendor for the skilled in the very late courses of the game, the Dragon weapons do need a care of upgrades, which require 10000 souls and a Dragon Scale, with the exceptions of the Iron Golem Axe and the Dragon Bone Fist. As it were, these weapons are recommended to have a Repair Powder plenty upon hand, if you want to disintergrate enemies later in game, when the heavies are become more active.


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    Magic Qualifications - 5.00

    Post by User on Sat Feb 11, 2012 1:11 am

    As weapons need qualification, so too does the Magics need qualifications of the comparisons of each other, when it comes to the usages of the world of Dark Souls. Such qualifications can allow players to allow combat in the game to become more or less easily acceptable and love when it comes to magic, although not as much as it was in Demon Souls. As it is, such Qualifications need to be stationed and set, so here it is:
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    Re: Weapons and Magic - What to Use

    Post by sparkly-twinkly-lizard on Sat Feb 11, 2012 2:29 am

    silver knight sword upgrades with twinkling and it's enchantable. you missed that and at+5 at 40 dex it was equal to a +15 balder side sword at same dex lvl.... balder would be better at 50+ dex probably but it's not suggested to go above 40 for pvp...


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    Re: Weapons and Magic - What to Use

    Post by User on Sat Feb 11, 2012 2:37 am

    Thanks. i shall make sure to edit it later on. I am doing this by memory of everything I have done, and some notes I had made. As for the rest, I will edit later on.
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    Re: Weapons and Magic - What to Use

    Post by JY4answer on Sat Feb 11, 2012 8:34 am

    Oh, and dragon bone fist is enchantable too.
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    Re: Weapons and Magic - What to Use

    Post by Domhnall on Thu Feb 16, 2012 4:31 am

    This list is great. Have you considered copy/pasting some of your weapon descriptions to the wiki? I noticed some of the pages, like this one, http://darksoulswiki.wikispaces.com/Katanas, could use an in-depth summary like you've provided here.


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    Re: Weapons and Magic - What to Use

    Post by Serious_Much on Thu Feb 16, 2012 8:06 pm

    Acidic once you're done ask the mods to make it a locked read only guide without all these random posts..

    Also this would make a very useful page on the wiki..


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    Re: Weapons and Magic - What to Use

    Post by Emergence on Thu Feb 16, 2012 8:54 pm

    Acidic, let me know how long you would like this kept open for feedback. We can then lock it. I also think these summations would make great additions to the wiki. Great body of work you've put together, let me know what you need!


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    Re: Weapons and Magic - What to Use

    Post by Emergence on Thu Feb 16, 2012 9:05 pm

    Linked this on the University Page.


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    Re: Weapons and Magic - What to Use

    Post by User on Fri Feb 17, 2012 12:21 am

    Thanks, I'll be posting tomorrow or so, and fill in some of the space. Thanks for the offer, too
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    Re: Weapons and Magic - What to Use

    Post by GkMrBane on Tue May 29, 2012 9:57 am

    Acidic_Cook wrote:Ultra-Greatswords; The least of my Favourites. Every weapon that is here has a good reach, but it does not help that it is also a slow r1 attack, with most having an even more so slower R2 attack. Of course, these Ultra Greatswords have their own scalings and base, similar to that of the normal Greatswords. The Crystal and normal Greatsword, qualified as Ultra-Greatswords, are both long and heavy, and the most popular out of them all, with the reguler having a scaling worse dexterity wise than the crystal version, as well as less of a base damage at the start. The Zweihander is similar to that of the claymore and such, except it has a longer range, and its R2 Attack is even slower, although it staggers enemies more easily, making this sword the best out of the family of regular swords VIA base damage and so forth.



    The Demon and Dragon Swords are both the same, except the Dragon Sword has a magic attack along with its normal R2 Two-handed attack. As well, the Demon Machete also has a better scaling than the Dragon Sword, of course. As it were, their is less to talk about when it comes to the qualification of Ultra-Greatswords, as they are similar to that of normal greatswords, except longer and heavier. The Black Knight Greatsword, above all, has the greatest scaling at the start, and can be said that the R2 attack has the best staggering effect of all the weapons, rivaled only by its cousin Axe and the Demon Spear's R2 attacks. However, the R2 attack can be easily dodge or halted by others, being of similar length of attack as the Demon Spear. As is, their is nothing to talk about.



    Ultra's have the greatest time allowed to extend the time between swings.

    (And for the PVE portion of the game Ultra's can be used to the greatest effects because of their ability to stagger most enemies)

    And with 99 in all STR and Dex BLK Grt Sword does 642 while the Great sword and Zwei both do 660

    It seems to me that weapons with dual C scalings seem to out do weapons with only a single B scaling only with a considerable amount of point assingments.


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    Re: Weapons and Magic - What to Use

    Post by SpecOps0 on Thu May 31, 2012 1:16 am

    What are the benefits of Polearms? Just longer reach or something? They function like axes... with spears... (I think that many be my answer xD)

    Love the Black Knight weapons.


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