Published: June 15, 2022 | Last Updated On: June 15, 2022
A look at the many forms of weapon damage in Chivalry 2 and how they relate with each class. There are three forms of weapon damage in Chivalry 2, each of which differs depending on the weapon you’re wielding.
You may do more damage to specific classes depending on the sort of damage your weapon deals. This quick guide will explain how damage kinds function and why they’re important. Let’s get started.
Weapon Damage Types In Chivalry 2
Weapon Bonuses and Damage Types
You can check your weapon options by opening your class/loadout pick screen while in a game lobby. By selecting a weapon, you can view its damage type, as well as the damage boost that is applied to each class, under the weapon damage (in the event that there are any). Cut, Chop, and Blunt are the three types of damage in Chivalry 2.
These damage kinds are used by every weapon in the game. Even projectiles and throwables. These damage kinds provide higher damage based on the class you are assaulting, therefore knowing the damage types of all weapons is crucial to fully understand how to use each weapon to its maximum potential.
Increased damage will be applied to the class mentioned as a percentage increase, as shown in the in-game UI.
The Blunt damage type, for example, increases the damage of a blunt weapon by 50% when used against a Knight.
This means that if a blunt weapon deals 50 base damage, it will deal 75 (50 x 1.5 = 75) against a Knight.
In Chivalry 2, there are four classes now available, two of which are affected by damage bonuses: the Footman and the Knight. Although the Archer and Vanguard have lesser HP pools, they are immune to all damage boosts.
It’s important to note that, as of Patch 2.4.2, stamina damage adjustments have been applied to Chop and Blunt weapons. But what exactly does this imply? Damage modifiers are used to account for when a weapon deals stamina damage.
A weapon gives all classes a stamina damage bonus based on the damage type. Chop weapons offer a 10% bonus to stamina damage, whereas blunt weapons deal a 25% benefit.
Cut, Chop & Blunt
Bladed and spear weapons such as the Longsword, Messer, Sword, Glaive, Greatsword, Spear, One-Handed Spear, and others deal this type of damage. The Cut damage type isn’t distinctive in any manner, and it doesn’t provide any passive benefits for employing it.
Cut-damaging weapons, on the other hand, usually have a high base damage value, a greater range, and a higher attack speed, making them an excellent choice.
It’s worth noting that, despite being cut-based weapons, the Knife, Dagger, and Rapier all have hitstop on their overheads and swings (we will get into hitstop later).
All axe weapons, such as the Axe, Battle Axe, Halberd, Executioner’s Axe, Hatchet, and others, do this type of damage. The Chop damage type increases damage against both Footmen and Knights, dealing 17.5 percent more damage to the former and 25 percent more to the latter.
Chop-damaging weapons often have lesser base damage than their Cut-damaging equivalents, with the damage bonus compensating for the difference. They usually have a limited range and slower windups to attack. There are no exceptions to the rule that all axes cleave through humans. Weapons that provide chopping damage increase stamina damage by 10%.
All blunt weapons, such as the Mace, Heavy Mace, Morningstar, Cudgel, Maul, Polehammer, and others, do this type of damage. The Blunt damage type increases damage against both Footmen and Knights, inflicting 35 percent more damage to the former and 50 percent more to the latter.
Weapons that deal Blunt damage often have a lesser basic damage than their Cut equivalents, with the damage bonus compensating for the difference (or not, for that matter).
All blunt weapons have a hitstop passive that forces them to stop on hit rather than swing past people while using their normal slash or overhead attacks. Surprisingly, this has no effect on the stabs. Heavy attacks, which cause all assaults to go past adversaries, can also be used to evade the hitstop.
In combat against several opponents, not swinging through adversaries can be a disadvantage, however, hitstop can be used as an advantage in that the release phase of an attack can be halted early after successfully striking an opponent.
This will allow you to launch your next strike much more quickly. Weapons that provide blunt damage have a 25% boost in stamina damage.
Archers absorb 40 percent more damage from arrows fired from a bow than other characters. It has no bearing on any other aspects of the battle mechanics, but it is worth noting for the sake of this tutorial.
To summarize, you should equip a loadout of weapons that is appropriate for the situation. This usually involves taking two weapons of different damage types when possible, as you will be equipped for every class, but if the enemy team is jam-packed with Knights then it stands to reason more Blunt weapons would suffice.
At the end of the day, no damage kind can compensate for a lack of talent, therefore accept that being worse than the enemy is unavoidable. Best of luck, and may the forces of Chivalry be with you!