[quote=“EditorRUS, post:36, topic:10327”]For most part of a game I use wakizashi as the main melee weapon. Knives are used before I find wakizashi. It is simply awesome in both damage/rarity/speed. This table is good, but not really useful. In real game you should consider getting faster rather than more damaging weapon. You simply don’t need a weapon which deals 9000 damage every 3 moves because it’s more about quantities than strengths. So I consider adding some abstract “usefulness” column which calculates the value as follows: RawDmg / ((0.01 * AtkSpd)^X) where RawDmg is weapon’s damage, AtkSpd is Moves per Attack and X is some constant which should be found by adjusting it until you get meaningful output. For most part I think X=2 will do it.
Also what should be REALLY taken into account is that cutting/piercing weapons also slow enemies which makes such weapons as knife spear or knives insanely useful when dealing with enemies. This feature makes damage output for a single enemy even higher.
For example “Combat chainsaw (on)” is barely useful because you’ll get smacked twice after your swing.
Even more accurate results would require calculating average HP of an enemy you might get in your way which should also consider its rarity and its avg damage output which makes even more unknown constants to be found. Apparently when dealing with common zombies you need to use some weapon which can yield damage equal to average zombie’s HP and takes the least time possible. Dealt damage which is higher than remaining zombie’s HP is wasted on nothing.[/quote]
another problem with excess damage is bodies - with enough damage you destroy them with the swing, which is usually good, but not when you gib a zombie scientist (and lose a potential CBM).