While We're Talking About Weapon Changes, Can We Talk About the Absolute Crutch That Rapier Is

take a green weapon as your rapier and you will see there is zero difference in your gameplay .
thats how bad dmg from rapier is for most people.
but its movement is op in 1% of player base .
so remove that and no one will use that weapon.
also only ones being affected us musket guys .
bow can switch to spear just the same .

Fellow Rapier main here. Every weapon has a niche that it fills in some capacity and a rapiers niche is that it is a very high Mobility type weapon so of course it will be used by a lot of people as a means to move around a lot especially because it is a weapon that is focused on 1v1. It also does have cooldown reduction if you use it offensively specifically by using evade as well as the one of the attributes from the grace tree. The thing is with the rapier, it doesn’t have much going for outside of the grace tree since the blood tree is terrible in comparison. Its one of the few weapons in a balanced area because outside of its niche, its not very useful elsewhere.

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… what?

Sure.

Check out this link about diminishing returns and attribute spread on weapons: Diminishing Returns

In particular, click on the spoiler and show the image.

Rapier is one of the weapons that uses two attributes. Single attribute weapons such as great axe or bow get ALL their damage from just one stat, leaving the rest for constitution. Weapons that use two attributes HAVE TO use both in order to make use of the same damage potential, at the cost of extra constitution.

The damage is split 0.9 dex and 0.65 int for rapier. If you divide 0.9 by 1.55 you get 58%. That’s the 0.9 portion that dex adds and it’s 58% of the rapier damage potential. If you divide 0.65 by 1.55 you get 42%. That’s the int portion of the damage.

If you are at a very low level, it is better to just add into the main weapon stat, but once you get above a 150 in that stat start adding into the secondary stat because the main stat enters higher diminishing returns. The higher you go into main stat from that point on, it is better to go into secondary stat. But the secondary hits diminishing returns too, so you have to find the right spot.

I’d have to calculate each break point to see what the best stat spread is, which I haven’t done, but I’ll tell you one thing for certain – putting no points into intelligence is killing your dps for that weapon.

Lookup the meaning of “trade offs”

Rapier is fine as is.

Ok, I did some more calculations since you asked for numbers.

First 100 points of dex add 146 damage. Or 73 per 50 points.
Next 50 points add 58.5.
Next 50 points add 52.5.
Next 50 points add 47.
And the final 50 add 41.

For intelligence, first 100 points add 106 damage. Or 53 per 50 points.
Next 50 add 42.5.
Next 50 add 38.
Next 50 add 34.
And the final 50 add 29.5.

At 150 int you are getting more damage per point than getting close to 300 would give. Meaning when you get to 250 dex, you should put 150 into int, and the rest into constitution. (Or sooner if you are leveling – once the main stat gets to 150, secondary becomes better for its first 100 points, then 150 to 250, dex becomes better again, then int again for 50 points). Then dex is better to 300.

So leveling wise it would be best to go 150 main stat → 100 secondary → 250 main stat → 150 secondary → 300 main stat.

Your ultimate goal should be 300/150/50 or 250/150/100. Unless you are Void Gauntlet, in which case you are better off splitting evenly.

Exactly.

Hey I got a great idea, the rapiers best trait is it’s mobility and evasion. How about we nerf the crap out of that and make it completely useless???

/s

WH is 2handed. It should swing slower

I’m not asking for the mobility and evasion to be nerfed. I’m asking for it to be reworked so the intended purpose of use changes. The evasion and mobility stay the same, but the CDR shifts from being passive to active, meaning you need to deal damage with it to reap the benefit of short CD. Otherwise, you’re just slotting it to get away like most ranged players currently do. At that point, why do you even slot Rapier? Bow/Musket would be far better for you as a ranged build.

It already has a function like that when you use Evade’s Crescendo that reduces its cooldown by 30% on each light attack. Refreshing Strikes from the blood tree gives a 1% reduction on all skills for any Rapier hits. Fleche’s Quick Lunge reduces its cooldown by 80% on kill. Fleche even has a perk that reduces its cooldown when you get a backcrit with it. Then there is obviously Riposte which reduces other Rapier skill cooldowns by 20% on hit.

That playstyle you want as a rework already exists. Its just harder to use vs just using it as a survivability tool. What they REALLY need to do it buff the Blood tree. Right now blood tree is considered a meme with how it works. Every time I see someone use Tondo in pvp, I laugh and cry at the same time.

The last thing I expected to see, rapier is OP :man_facepalming:

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Not sure why you’re trying to turn this into something that it isn’t. The rapier is an extremely strong OFFHAND weapon, with one skill that in my opinion is absolutely busted combined with other passives on the weapon.

And youre totally right, it is essentially a dodge generator, which is op. If I’m playing melee, or vg melee, I don’t even try to chase them. Between the latency issues, evade, light armor dodge cancel, and fleche, it’s not even worth it.

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Then it shouldnt hit as hard. The stun shouldnt be as long. Not even close. If you want speed give up the other specs. You cant literally have it all

i get that, but this game is unplayable with the desynced combat being sluggish AND 0 CON investment. id die to a fart lmao.

Are you kidding me? The Bow is by far the hardest weapon in the game to use and master, it should definitely have the highest reward. We also have to deal with how clunky the weapon is.

Did riposte get changed? I’ve noticed before I could just not use an ability but still light/heavy attacks when they activate it and it wouldn’t stun me, now I just have to ignore it completely or I get stunned with 1 light attack (no abilities) when they use it and they nearly always escape because of this… imo riposte shouldn’t stun you if you’re using normal attacks, as they can effectively time your attacks and counter anything to escape now…

Don’t even touch the rapier. It has tradeoffs. If people want to run away who cares, there’s tons of other ways to run away, not just with a rapier. That is not an argument. I like to main it and it already sucks enough as it is. The attack range on it is short af and decent players are able to hop out of range. If you’re playing light armor there is no way you out-dps a tank in a slapfest. I’ll be chasing healers and they haste, heal, hop away no problem. Rapier-light armor is a deathwish against properly built players but I enjoy it more than any other setup.

Dots lots and lots of dots just stack as many as you can use the escape to stay on people and move in and out of range if fighting melee and don’t forget to dodge.

Sry but what? Something being too good at kiting with almost no tradeoff is an issue. I’m sorry but if it’s your ‘main’ weapon it doesn’t justify it countering almost anything several ppl can throw at you with little to no efford. Make counter not an iframe for ranged attacks for example and you’d keep your little 1v1 stick that you want while it doesn’t stay completely broken as a pure kite weapon. There’s a lot of tweaks that AGS could do to the weapon that would put it into a more balanced spot without breaking it and at this point it’s pretty clear how dominant it is in group PvP.

My main problem with it is the movement and riposte. The movement is so good that buy the time some catches up to them their cooldowns are up. Riposte can be animation cancelled into from about anything and they immune any cc ability for 2 seconds allowing them to just walk away.