Topic: Kongregate Multiplayer Games /
[Pocket Warriors] Weapons Guide/List
Consistency vs. Randomness
Personally, I prefer consistent weapons over weapons with large damage ranges. This is because the game already has a fair amount of chance involved, and I would like to remove as much of that as possible. If you’re more inclined to gamble and hope for large hits, feel free to try. Be warned though, as in any RPG or RTS, a unit which deals a large range of damage is overall, less effective than one which deals consistent damage.
For example, if you deal 0-40 damage, you will have the same average damage as an enemy who does 20-20 damage. Your enemy will require exactly 5 hits to kill you. You, on the other hand, will require as few as 3 hits, with the possibility of requiring many more. The key difference is the final blow. When your enemy kills you, they are wasting 0 of their damage in overkill. However, if your enemy has 1 hp left, and you hit for 40, you are wasting 39 damage. On average, over the course of many fights, you will take more than 5 hits to kill your opponent.
Attack, Grab, or Counter?
In addition to having a choice between consistent and random weapons, you are able to choose how damage is distributed between the three attacks. In order to maximize the effectiveness of your damage distribution, you need to take into account your current outfit. Generally, you want to hit most often with your category which deals the most damage. Therefore, you want to minimize the damage taken when you use this category, and lose.
For example, it would be good to have high grab and counter paired with high block and dodge (against attack and grab). This way, when you grab or counter, you either deal a large amount of damage, or you take a significantly reduced amount of damage. You will be grabbing and countering significantly more often than you are attacking.