As someone who has spent countless hours delving into the grimy underbelly of the world of Lies of P, I can confidently say that the game’s nuances are as intriguing as they are elusive. One such aspect that often slips through the cracks is the strategic element of damage types against specific enemy categories.
Although Lies of P boasts many impressive features, there’s room for enhancement in certain areas, particularly when it comes to gameplay clarity and the wording of in-game descriptions. For instance, the Attack Type stat found on every weapon blade within the game is rather vague in its presentation to players, leading many to misunderstand its function. At first, some players assumed that this stat determined the attacking animations their weapons would use or the sole type of damage the weapon could inflict. However, while these assumptions are partially correct, they don’t fully capture the truth.
It appears that the Attack Type stat is quite significant in the game Lies of P, and once players grasp its importance, it can greatly simplify the Weapon Assembly system. Let’s delve into what this statistic represents and how players can employ it to evaluate the effectiveness of their preferred weapon.
Attack Type Overview
Attack Type Stat Explanation |
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To put it in the simplest terms possible, the Attack Type stat simply lets players know the ‘type’ of damage their Weapon will inflict. |
When examining the attack styles of individual tools is valuable, it’s crucial to focus on the overall attack type when considering a weapon and its blade as a single unit. In the world of Lies of P, there are three primary Damage Types (disregarding Elemental damage): Pierce, Slash, and Blunt.
Here’s one way to rephrase that paragraph in simpler and more conversational language:
As a gamer, when I check out my new combo weapon’s Attack Type, I’m essentially getting a sneak peek at the usual animation styles it’ll unleash. Plus, it tells me the main kind of damage this bad boy is going to dish out.
In essence, when a weapon like Rapier has an equal sign (=) next to “Stab”, it generally implies that the character Pinocchio will be performing stabbing-style attacks rather than conventional slamming or swinging movements, as you’d expect with a typical sword. However, this isn’t always the case, as some weapons labeled as ‘Stab’ may still have slashing animations. This is just a common pattern to keep in mind while choosing your preferred combat style.
Different Attack Type Icons
On the weapons interface in ‘Lies of P’, players might not realize that various Attack Types are represented by unique icons, apart from the dash and equals symbols.
However, these icons dictate the amount of a certain damage type this weapon outputs (as well as the general animations its attacks have).
Icon | Icon “Name” | Description |
---|---|---|
– | Dash | Weapon has zero attack power that deals this type of damage. |
= | Equals | Weapon inflicts a ‘Good’ amount of this type of damage. |
^ | Up Arrows | Weapon inflicts a ‘Great’ amount of this type of damage. |
v | Down Arrows | Weapon inflicts a ‘Poor’ amount of this type of damage. |
As a fan, I’d say these symbols serve primarily as a means for me to predict the kind of swings my weapon will perform, without needing to test it every time. Yet, they also offer an insightful way to assess if a blade or handle is being utilized optimally. For instance, when a weapon sports downward-facing arrows on its Attack Type, it indicates that the blade isn’t delivering maximum damage if used alone compared to when combined with a handle bearing the equals or upward arrow icon.
Good & Bad Combinations
In contrast to what many players assume, there are indeed inappropriate weapon combinations within this game’s Weapon Assembly system. This might seem discouraging since it suggests that the game penalizes you for creating eccentric or unusual combinations. Yet, there’s no reason to worry excessively as a poorly matched combination will only slightly reduce the weapon’s damage potential. It won’t render the weapon useless, and even if you decide to wield a Dagger with a massive wrench head instead of a blade, it won’t significantly impact your gaming experience.
A case of an ill-fitted pairing would be placing the Wintry Rapier Blade onto the Curved Greatsword Handle. The handle is designed for a blade that excels in slashing, as indicated by the ‘=’ symbol in Slash. Consequently, using a Rapier blade on it, which has an ‘=’ symbol in Stab, will result in a weapon with extremely weak slashing abilities.
However, contrasting these bad combinations are also ‘Great Combinations’ where a player’s weapon will be putting out the absolute maximum amount of damage possible. Typically these combinations aren’t possible until players acquire some of the late-game weapons, as most of the early-game combinations won’t add up to an up arrow icon in any category. This is all to say that the combination of a blade and handle can go both ways in terms of Attack and Damage types. A good pattern to keep in mind as you acquire weapons is:
Weapon Type | Typical Attack Type | Typical Damage Type |
---|---|---|
Swords | Slash | Slash |
Greatswords | Slash | Slash |
Axes | Slash | Slash |
Daggers | Stab | Pierce |
Spears | Stab | Pierce |
Blunt | Slash | Strike |
Large Blunt | Slash | Strike |
Indeed, it might not hold true for all the unique combinations you tinker with in “Lies of P”. However, as a handy guideline, it could be beneficial for those who frequently dabble with the Weapon Assembly system.
Specific Damage Types Against Specific Enemy Types
A less-discussed aspect of the game Lies of P is how specific types of elemental damage inflict greater harm on particular enemy classes. The game encourages this behavior by offering specialized equipment or weapons in specific locations. For instance, you may notice an abundance of Acidic consumables, projectiles, or weapons with inherent Acidic damage in regions predominantly inhabited by Carcass-type enemies.
An alternative option is the Electric Coil Staff, a weapon procured from the Roaming Trader situated on Elysion Boulevard, a district known for its complete occupation by puppet-like creatures.
As a devoted player, I’ve noticed an intriguing aspect about the game: there’s no in-game guidance on which Damage Types (Strike, Slash, Pierce) are more effective against specific enemies. Yet, by observing and adapting to the game mechanics, many of us have intuitively switched our damage types based on enemy types.
Elemental & Physical Weaknesses
Enemy Type | Elemental Weakness | Damage Type Weakness |
---|---|---|
Puppet | Shock/Electric Blitz Damage | Strike |
Carcass | Fire Damage | Slash |
Human (Other) | Acid Damage | Pierce |
If you find it challenging, just like us, to recall weapon triangles and Pokemon weaknesses, let me share a simple reasoning approach that might make it easier for you to remember which damage and element types are most effective against specific enemy types:
- Shock likely does more damage to Puppets as it ‘short circuits’ them & it also makes sense that Strike deals more damage to Puppets since it breaks them apart.
- The undead (Carcass) are usually falling apart and ‘soft’ which is why they’re typically weak to fire (and any slashing weapon) in most media. Plus, the Acid pools in Lies of P are flammable which is another clue of this relation.
- Humans are fragile creatures that can die from a simple stab to a vital organ or even a splash of Acid, so it would stand to reason they would also be weak to Acid and Piercing damage.
Regarding Damage Type Weaknesses, it’s important to note that there’s no official confirmation of this within the game itself. However, some players have observed a pattern that suggests these weaknesses might exist. On the other hand, Elemental Weaknesses are indeed confirmed in-game, making them reliable for players to utilize when strategizing against certain bosses like the King of Puppets.
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2024-11-02 00:25