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Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.
 
Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.
  
Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat. But more accurate it describe distribution of momentum across length of weapon. So STAB perfomed with only muscular power and modifier is x1 (1000). SLASH performed with some rotating momentum of cutting edge, but sword is pretty balanced thru it's length and modifier is just x1.25 (1250). Axes, hammers and maces have more unbalanced mass distribution and weapon mass concentrated far from grasp, so higher modifiers.
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Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat. But more accurate it describe distribution of momentum across length of weapon. So STAB perfomed with only muscular power and modifier is x1 (1000). SLASH performed with some rotating momentum of cutting edge, but sword is pretty balanced thru it's length and modifier is just x1.25 (1250). Axes, hammers and maces more have more unbalanced mass distribution and weapon mass concentrated far from grasp, so higher modifiers.
  
 
ATTACK_PREPARE_AND_RECOVER determine number of game frames to perform these actions. In vanilla almost not varies for different weapons.
 
ATTACK_PREPARE_AND_RECOVER determine number of game frames to perform these actions. In vanilla almost not varies for different weapons.

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