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2 (two way tie): Wrenching Whip, Hayabusa Gauntlets - 3.375.4 (three way tie): Blood Sword, Hayabusa Boots, Spiked Shoes - 3.25 stars.7 (two way tie): Frantic Sword, Impaler - 3.125 stars.9 (two way tie): Sadist's Stiletto, Twin Daggers - 3 stars.
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I'd argue the Rapier and Symmetrical Lance are solid 4/5 weapons that are very useful.
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Most of them are a bit hard to use, and the risk/reward ratio is generally bad. Good stuff.Ĭlick to shrink.I filled out the poll rating the melee weapons relative to each other, but in general I feel like melee is under-powered compared to ranged weapons, traps, and powers, especially on the higher difficulty levels. I beat the Concierge with this set up just staying a million miles away from him and spamming traps/crossobowmatic/infantry bow. I'd been running sword + shield (I like parrying) but just got the Double Crossbomatic unlocked this run and I immediately see why I've seen people mention just running that + wolf trap to tear things apart. This is the first Infantry Bow I've gotten at all and I love it, I just unlocked one so it'll appear on future runs and am putting cells currently into having the starting bow being any of my random unlocked ones. I have more questions in general but feel like I just need to keep plugging away a bit and I'll figure things out. On the Infantry Bow, where is the 885 DPS number coming from? I thought any +x% damage modifiers are reflected in the base DPS number (296 in this case) but I'm not sure where/what the 885 is coming from? And on the Greed Shield, is the +150% damage a passive damage buff across the board, or is that only for any sort of damage I would be doing with with the shield through any modifiers (like the grenade modifier on this one).
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