Clubs, Spiked Clubs, and Maces

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    llLunaticll

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    Clubs, Spiked Clubs, and Maces

    Post by llLunaticll on Wed Feb 22, 2012 6:21 pm

    I never payed much attention to these 3 lightweight hammer type weapons until I noticed their A, C, and B strenght scaling grades (respectively). On strenght builds they seem valuable as light weapons to have at an arms reach which could also deal a decent amount of damage. The description of the weapons is what draws my focus, stating that these weapons more or less have an advantage breaking the guard of your enemy. Problem is I cannot find any substantial shred of info within the forums dealing with these weapons when used in combat. So heres my question:

    Does anyone have any knowledge as to whether or not these weapons truly have a distinct advantage in breaking through your enemy's guard? If so, how?
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    Bape
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    Re: Clubs, Spiked Clubs, and Maces

    Post by Bape on Wed Feb 22, 2012 6:24 pm

    No special advantages, spiked adds bleed damage.


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    Re: Clubs, Spiked Clubs, and Maces

    Post by RANT on Wed Feb 22, 2012 6:44 pm

    not sure, but i think strike damage is supposed to break defence faster.


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    meridam99
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    Re: Clubs, Spiked Clubs, and Maces

    Post by meridam99 on Wed Feb 22, 2012 6:48 pm

    RantFromRant wrote:not sure, but i think strike damage is supposed to break defence faster.

    Blunt Damage is also more effective against skeles


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    sparkly-twinkly-lizard
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    Re: Clubs, Spiked Clubs, and Maces

    Post by sparkly-twinkly-lizard on Wed Feb 22, 2012 6:53 pm

    the reinforced club is brutal in chaos upgrade path morning star has better scaling and same bleed... so maybe just +15...


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    strangejoy
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    Re: Clubs, Spiked Clubs, and Maces

    Post by strangejoy on Wed Feb 22, 2012 7:05 pm

    It's been my experience that all of these weapons break poise and shield guard relatively quickly given their low weight. But I don't have hard data.


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    Re: Clubs, Spiked Clubs, and Maces

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