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« on: May 13, 2013, 10:04:39 am »
Ok, so I actually got far enough to test them extensively.
A few observations:
On boots, both seem to be notably weaker than on armor, yet adding additional plating to boots seems to have no such penalty.
For a heavy Melee character, using armored boots and spiked armor seems like the better choice.
In addition, the boot blades/spikes only work on unarmed attacks, whereas the armour upgrades work just fine with a knife. Makes some sense, but if there's a kick animation, I get even less why the upgrade is weaker on boots.
Also, metal boots grant no acid resistance, while the armour does. Now walking through a pool of acid barely harms me, but it's not thanks to the boots.
As for how spikes work; the extra damage being applied in an extra package, and only for standard attacks, kinda hurts it's viability, as it won't actually help with damage penetration at all.
I'd like to at least put the spikes on a Sledge in that case. I'm past the armandillo with a pure melee char using kohlmeiers knife and his fists, but I find myself regularly going back to a sledge, even though that means only one attack if I have to move even a half square;
A heavy Punch won't do jack since the spikes aren't affected by this at all;
If they even apply, the crippling strike won't even apply the extra damage, nor will the dirty kick, and it sure must hurt more if there's serrated blades on the boots.