Watch them fight No sounds for this one
Axe is large and slow, hitting with varying success. -- Base Stats -- 1 damage [non-crit damage does not scale] 2.5 crit damage 5% crit chance 25% miss chance 50% backfire chance 100% backfire damage [percentage of crit damage axe takes when backfiring] Note: Miss chance is considered first, crit chance and backfire chance are only checked if the hit does or does not land respectively. In other words, crit chance only applies if the hit lands and backfire chance only applies if the hit misses on crit : +2.5 crit damage on non-crit hit: additional crit chance on miss: decreased miss chance on backfire: decreased backfire chance on parry: decreased backfire damage the weapon excels in longer battles when it can best take advantage of it's +2.5 crit damage scaling, but it has a slow start I enjoy concepts of crit based weapons [Distrowrecks's baseball bat for example], I wanted to create one that had damage scaling on crit and chance scaling on non-crit, I also wanted to lean into the random nature of crits and added another random element, missing, I tend to critisize weapon concepts that are just 'sword but damage dealt is calculated/determined differently' (*cough cough reworked anchor cough cough*) so I try to differentiate weapons with things like inaccuracy (for this weapon) or knockback interractions (for another weapon coming soon perhaps??) shoutouts to fire emblem axes keeping up with all these percentages might be hard so i made a handy visualization at the bottom, green=crit lime=non-crit hit orange=miss red=backfire The scaling of the percent chances utilizes exponential growth/decay and the formulas are hard to write in this text box, go look at the code if you want the math also the axe always faces the direction it's rotating