FU Guide : Battle (codex)
FU Guide : Battle (codex) | |
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Changes to Weapons and Combat in FU. | |
Category | codex |
Rarity | uncommon |
Price | 0 |
ID | ffguidebattle-codex |
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Spoiler Warning! |
This page contains spoilers, proceed at your own risk! |
Contents
Some monsters resist, or are completely immune to, certain types of damage.
To combat these threats you are going to need weapons of different elemental types at any given moment. Try to use at least 2 to 3 of the more than 8 available types so you are ready for any challenge.
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Weapons and Combat
Ranged and Melee weapons behave a little differently in FrackinUniverse. The most important changes are listed in this codex.
Crit Chance and Crit Damage
Weapon item tooltips have new icons. The two on the left represent Critical Chance bonus and Critical Damage bonus.
Ammo and Reload Speed
Ammo and Reload speed are represented by the right-side icons.
Items with a '--' representing a value in any of the above stats means it does not apply to them. This is the case with modded weapons, or energy-only (non-ammo) guns, primarily.
Mastery
Occasionally, you'll see Mastery traits applied to equippable gear, or in Racial Bonuses. These imply that you have greater capability in a particular weapon type. Generally speaking, Masteries simply improve already existing weapon benefits including Tech bonuses. In an upcoming topic below, you'll see various weapons listed along with the various capabilities each carries with it. These listed benefits will all be improved through Mastery.
An example: When wielded individually a Rapier will provide an increase to Crit Chance when timing strikes carefully (to a max of 5). The amount of the bonus applied is higher by the amount listed in your Mastery stat. At 100% this would mean a maximum Crit Chance bonus of +10.
The amount of benefit gained can vary from weapon to weapon. In some cases you will get a modifier based directly on your Mastery trait, while others will reduce that value by half, quarter, eigth or other such fractions.
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Ranged
Ammo-Based Weapons
Some weapons now use ammunition. Don't worry, you won't need to carry resources around with you to refill them. These weapons simply use much, much less energy in exchange for the mobility boost provided by having extra energy! Note that their alt fires will always require energy, regardless of their primary fire.
You can reload these weapons manually by holding the SHIFT key and clicking the mouse button. Emptying the magazine through shooting will also automatically engage the reload.
Ammo Mastery
This Mastery is quite straightforward: your rating in Ammo Mastery directly correlates to the % reduced from your Reload Time as well as the $ of ammo gained per magazine.
Pistol
With mastery applied, Pistols gain increased Damage, reduced reload time and a higher critical strike chance.
Machine Pistol
With mastery applied, Machine Pistols gain increased Damage, reduced reload time and a higher critical strike chance.
Arm Cannon
With mastery applied, Arm Cannons provide varied benefits based on how they are wielded. Power, Crit Chance, Crit Damage and Protection are all impacted. When using just arm cannons (dual or single) you get less protection benefits but a much higher critical chance. With an armcannon and shield you gain a much better protection bonus in exchange for reduced power.
Assault Rifle
Assault rifles benefit from mastery by increasing overall damage output while increasing magazine size and critical damage.
Sniper Rifle
With a mastery in Sniper rifles you gain magazine size and critical chance. This stacks with the usual crit benefits of sniper rifles and allows for a very high crit chance with charge-ups!
Grenade Launcher
When wielding grenade launchers with mastery expect to gain increased damage and magazine size while also benefiting from reduced reload time.
Rocket Launcher
Obliterating the enemy is easy with mastery in rockets! You'll do a lot more damage, reload faster and have increased magazine size.
Shotgun
These dangerous weapons, when mastered, profice exceptional crit chance and power along with increased magazine size and reduced reload time.
Magnorb
These unusual weapons provide increased damage, crit chance, crit damage and energy to masters that wield them.
Bow
Bows have a large number of benefits masters can take advantage of. Crit damage and crit chance increase, along with damage. In addition, they can fire bows faster and shoot arrows farther while consuming less energy!
Whip
Whip users get a sizeable increase in crit chance and crit damage while also increasing damage output with this mastered weapon.
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Melee
Combos
Each strike of a combo, whether or not it hits a target, consumes 1% of your energy. Be warned, tactics involving stun-locking enemies are no longer as viable.
Many weapons with combos provide additional bonuses when striking with these combos.
-------------------------------------------------- Shield Bash
Blocking with shields on enemies has a chance to Shield Bash. Certain gear can increase the Shield Bash chances.
Shield Bash can damage foes, and send them reeling backwards. When Perfect Blocking, there is a 50% chance to Stun foes that are successfully bashed. When not perfect blocking, be wary: There is a chance -you- will get stunned on a badly timed block.
-------------------------------------------------- Hammer
The longer you hold the charge of this melee weapon type, the higher your Critical and Stun chance get (to a maximum of 100%).
A hammer charged above 75% will inflict a massive bonus eruption capable of stunning and tossing foes around.
Over-Charging the hammer past 100% will automatically cancel the bonus.
-------------------------------------------------- Great Axe
The longer you hold the charge of this melee weapon type, the higher your Critical Chance and Critical Damage get (to a maximum of 100%).
A greataxe charged above 75% will inflict a massive bonus eruption capable of bleeding and tossing foes around.
Over-Charging the greataxe past 100% will automatically cancel the bonus.
-------------------------------------------------- Axe
Each consecutive kill made with an axe increases your maximum damage by +1%, to a maximum of 50%.
If your health is reduced below 20%, this bonus is cancelled.
Each consecutive hit in a row with an axe increases Crit Chance by +3% (to a maximum of 15%)
-------------------------------------------------- Dagger
Consecutive rapid kills temporarily increase damage
+25% Dodge Tech Efficiency
Combo Strikes increase Protection and Crit Chance with each strike. The protection bonus is greatest on First Strike, and reduces each hit thereafter.
Dual-Wield (Melee): +5% Movement Speed
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Shortsword
+1 Combo strike (was 2, now 3)
Each combo hit increases your Crit Damage amount
+1% Crit Chance per Combo Strike
First Combo strike does +15% Crit Damage. Second hit does +25% Crit Damage.
-------------------------------------------------- Broadsword
Kills made in rapid succession increase defense for a short time
+1% Crit Chance per Combo Strike
First Combo strike does +15% Crit Damage. Second hit does +25% Crit Damage.
-------------------------------------------------- Scythe
+1% Crit Chance per Combo Strike
First Combo strike does +15% Crit Damage. Second hit does +25% Crit Damage.
-------------------------------------------------- Longsword
3rd Combo Strike does +15% Crit Damage
Single Longsword: -30% Combo Cooldown
Longsword + Shield (Dual Wield): +4% Shield Bash, +1 Shield Bash Push Distance, +15% Healing Tech Efficiency, +25% Defense Tech Efficiency
Longsword + Any Weapon (Dual Wield): Defense x0.8, +5% Movement Speed
-------------------------------------------------- Rapier
When wielding a rapier, the longer you wait between swings the higher your critical strike chance becomes (to a maximum of 5). Attacking resets this bonus.
Single Rapier: +15% Crit Damage, +35% Dodge and Dash Tech Efficiency
Rapier + Dagger (Dual Wield): x1.12 Protection, +15% Dodge and Dash Tech Efficiency
-------------------------------------------------- Shortspear
Single Shortspear: +30% Crit Damage
Shortspear + Shield: +10% Shield Bash, +2 Shield Push Distance, Shield Regen x1.2, +50% Defense Tech Efficiency
Shortspear + Shortspear (Dual Wield): Defense x0.8, Bonus Crit Chance x0.5
Short Spears also count as Hunting weapons.
-------------------------------------------------- Spear
Spears are relatively straightforward. They gain crit chance, higher damage output and an increase in Dash Tech efficiency.
Spears can be held out by holding the fire button to help keep enemies at bay. If using a Lance typed spear you also gain increased damage based on your movement speed while holding it out. It cannot be aimed during this.
Spears also count as Hunting weapons.
-------------------------------------------------- Quarterstaff
Each hit with a combo increases your Defense.
-------------------------------------------------- Mace
Combo strikes increase Stun Chance by 2% per hit.
Single Mace: +2% Stun Chance
Mace + Shield: +3% Shield Bash, +1 Shield Push Distance, Defense x1.1
Mace + Any Weapon (Dual Wield): Bonus Crit Chance x0.85, Bonus Stun Chance x0.5, +5% Movement Speed
-------------------------------------------------- Katana
Each swing grants a Movement Speed bonus of 1 + (combo step / 10)%
Combo hits increase knockback resistance
Single Katana: +15% Defense Tech Efficiency
Katana + Heavy Melee (Dual Wield): Damage x0.8, Defense x0.9
Katana + Light Melee (Dual Wield): Energy x1.15, +20% Crit Damage, +25% Dodge and Dash Tech Efficiency
-------------------------------------------------- Fists
Normal attacks consume 3% energy per attack. Holding the button will activate this mode.
Combos require timing: Holding or tapping the button too rapidly will use a normal attack.
Combo strikes increase Crit Chance by 1%, Stun chance by 4% and Protection +1 per strike. When attacking, they use 1% energy.
Alt/Finisher is activated with [Shift + Click]. Outside of a combo this will use 15% energy. When completing a combo as the last strike, it will consume none.
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Addendum
Bonus Crit/Stun Chance refer to stats that are not inherent on the weapons themselves, such as from armor or consumables.