The Best Weapon Class In Valheim Hearth And Home

preview_player
Показать описание
In this Valheim Hearth And Home video, we take a look at weapon classes and do a full breakdown on how strong each class is overall to find out which is the best weapon class.

A brutal exploration and survival game for 1-10 players, set in a procedurally generated purgatory inspired by Viking culture. Battle, build, and conquer your way to a saga worthy of Odin’s patronage! ~Steam Store
⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻
𝐈ғ ʏᴏᴜ'ʀᴇ ʟᴏᴏᴋɪɴɢ ғᴏʀ ᴀɴ ᴇ𝐱ᴄᴇʟʟᴇɴᴛ ᴄᴜꜱᴛᴏᴍ ꜱᴇʀᴠᴇʀ ʜᴏꜱᴛ ᴄʜᴇᴄᴋ ᴏᴜᴛ 𝐆-𝐏𝐨𝐫𝐭𝐚𝐥
⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻
▁ ▂ ▄ ▅ ▆ ▇ █ 𝐈𝐦𝐩𝐨𝐫𝐭𝐚𝐧𝐭 𝐋𝐢𝐧𝐤𝐬 █ ▇ ▆ ▅ ▄ ▂ ▁
⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻⁻

♫ 𝙊𝙪𝙩𝙧𝙤 𝙈𝙪𝙨𝙞𝙘: Spark of Excellence
By The Talented @xXasdfMAN12Xx AKA: Sean Wolf

#Valheim #Irongate #ValheimHearthAndHome
Рекомендации по теме
Комментарии
Автор

I don't think this is the right way to think about it. You don't just fight against any enemy as you play the game. For example, why penalize poison or spirit weapons because they can't kill necks? You're going to 1 shot them by the time you get a weapon capable of doing those damage types. Rather, the best way to think about it is a weapon tier list for the biomes that come after or at the time you would acquire them. If I craft an iron sword, how would it perform at the swamp, mountain, and plains, and at what point would it become obsolete? Basically, how much value would I get out of the sword?

askmiller
Автор

Knife is my personal favorite. No movement debuff and very low stamina usage. Getting the abyssal early is a leap forward as well.

adamacious
Автор

one benefit of axe weapons is the cost to build is essentially zero since you would have built it anyway for faster tree cutting. The bronze axe in particular is one of the most important upgrades in the game and absolutely worth rushing and upgrading aggressively.

skeletons and greydwarves take an extra 50% fire dmg so the lowly torch is actually one of your best weapons for much longer than you might think. It's only really outdone by a Q3 wooden club

RationalOrc
Автор

Here's the thing though, this doesn't factor in unique aspects of the weapons fighting style, like knockback or parry/block strength. Yes, I can probably get more dmg out of frostner on average rather than the crystal axe, but the axe has a massive knockback and high chance to stun the enemy, especially fulings. I also can use that battleaxe to clear trees much more efficiently than a one-handed axe. Also, the battleaxes calculate dmg to multiple targets differently than most weapons. A sword hitting 4 targets would divide the dmg evenly amongst them. The battle-axe takes a small percentage in decreased dmg per target. The mobility and stamina drain of a dagger makes it super effective when coupled with a buckler, but its limited range and knockback means you're also easily overwhelmed by multiple targets. Porcupine has greater dmg output than frostner, but frostner lets you slow down targets and get some increased control of a fight against multiple targets.

So ultimately, yes, dmg output is important, but what is brilliant about the weapons in this game is how different they all affect the dynamics of the fight. Personally, I'm really enjoying using frostner and a shield for some messy scraps, but the battleaxe is fantastic when cleaving through multiple weaker targets like skeletons, or decimating fulings (if you time it right). Maces are definitely the strongest weapon type, but the different weapons work better with different fighting styles. buckler + knife + troll armor is an awesome combo for fast, agile, and stealthy fighting. Heavy armor + battleaxe/atgeir/sledge is great for tanky high damage roles. point is, try everything, they're all fun.

JarrettAlley
Автор

Not sure about your math there. Blunt + Pierce equaling 42 doesn't take into effect the amount of damage of each type the weapon deals. Done the damage will be less of each type because it's split, you can't just add them together. the 27 should be a factor that you multiply by amount of blunt damage the weapon does and the 15 should be multiplied by the amount of piercing damage it does. And even then, these are just generalized numbers. Not to mention they don't factor in attack speed, and since they are generalized across all mobs, they don't tell you how a weapon stacks up against any one specific mob.
Definitely seems like a good starting point though.

DontFollowZim
Автор

I would change the math up a bit: add up the effectiveness you have on the left, don't subtract anything. So resistances would be +0. Because having spirit at -5 doesn't really make sense, it's a net positive just not as good as other things. It would also be cool to then rate the weapons by using percentages of these scores based on the percentages of how much of their damage type is that type, instead of just adding it together totally, because that's more like if every weapon was 100% one kind of damage AND 100% another kind of damage but that's not the case.

alexdevcamp
Автор

This is next level, Firespark. The deepest of dives.

craigslitzer
Автор

I've just picked this game up off steam 4 days ago. And I'm totally hooked!! It's amazing! Only just found the 1st boss! It's so challenging and I love that! Watching video on YouTube and it scares me how big this game actually is!

Slippy
Автор

The 'overall power' seems a bit ambiguous, tbh. Consider the relative frequency of each mob type varies not only by biome but activity, your scheme gives the same weight to a neck that it does to Moder. I think most players plan their weapons versus boss fights, since it really makes a difference there. This chart of yours is a great snapshot of how effective damage is versus enemies, but maybe separate the categories of boss and non-boss? Your conclusions are solid advice, and I appreciate the time you spent assembling the data. How about sub-categories? E.g. Fulings as an enemy class, undead as an enemy class, or perhaps segregate things by biome to say, in the swamp use this, in the meadows use that, etc. I am sure you already have all of these things planned, bro. You DID say you have a ton of video ideas.. so I am looking forward to more! Keep being awesome.

Member
Автор

The power ratings have a flaw that favors split-damage types. For this rating system to function as intended, you should average out the power ratings instead of adding them, since the overall damage of the weapon is split between them. For example, knives do less overall damage than swords, and that damage is split between the two types. If you lose one of those types (say, piercing) you're literally left with a worse sword. Same thing if slashing is lost, you've got a worse spear. The power rating on knives is not representative of the actual usefulness simply because the split damage is being added together.

If you instead use the averaging method on the Porcupine and Stagbreaker, you still get a very respectable 21, which means it will be more useful than pure slash/pierce weapons because of its versatility, but lack when fighting things that are resistant to pierce compared to a pure blunt weapon. In this way, the pierce holds the weapon back rather than making it more useful.

Ideally using your research, it might be better to recommend a pair of weapon types (like maces and bows) to use together compared to a single weapon type taking the crown and only using that. Blunt and pierce pair well with one another to cover the weaknesses of each other for the most part, plus the bow offers a ranged option when it's needed.

Lorellindil
Автор

There are a few issues with how you created this table. First in how power was calculated. Resistances and full immunities should be treated differently when it comes to calculating overall general power. A good reason for this becomes apparent when you compare spirit damage and poison damage. Yes poison has more resistances but spirit has more full immunities and at least poison will still do some damage in more situations and the fact that spirit literally does nothing in more situations should be accounted for somehow. Perhaps consider adding power totals up as decimals depending on how resistant things are with a full -1 for a immunity.

Second the power totals at the end for each weapon should probably take into consideration the actual stats of a weapon. Showing that the stag breaker has a power rating of 42 by adding together it's pierce and blunt rating of 27+15 doesn't really show how good the weapon is or how it actually performs since in reality it's pierce damage in game is 1/4th that of it's blunt damage and 27 blunt to 15 pierce isn't that same ratio. To fix this simply multiply each weapons damage by the power value. You'll get a much higher overall power rating as a number but it'll also more accurately represent the overall general effectiveness of a weapon in the entire game. Yes I know this isn't calculating class power anymore and is now getting into specific weapons but then again the stag breaker and the sledge are the same class and you had them separated. The sledge is clearly the better weapon for damage in, as far as I can tell, every situation but since you separated them the flaw in the calculation you used becomes much more apparent. Maybe use my first suggestion to create the class power and the second one as a new video If you want to go into that much effort.

Extra points if you divide each weapon into tiers so players can use it as a guide to figure out which weapons are best for which tier. I hope you take the criticism well I genuinely just want to help.

Kilinjaro
Автор

I had a feeling, but thought maybe I was biased since I have used maces leading to Porcupine every playthrough I've done. Seems like I'll be sticking with what I know and like!

juliao
Автор

Good breakdown, but a lot of analysis is left to do. The fact that stagbreaker has the same power level as the porcupine makes it clear this is only the start. Not only do we have to consider the amount of damage each class does at various levels, but also the attack speed.

randyohm
Автор

A mace is a very good generalist weapon, so it's a good and easy option unless you decide to target enemies' individual weaknesses.

Nothing wrong with using a sword if you prefer speed, though. And I've personally been content with axe and spear. I make good use of the throw to stagger, charge and stab method.

TerkanTyr
Автор

timing matters a lot on these things. Blunt is strongest in the first half of the game when you're dealing with skeletons and oozes, but it falls off a lot after you defeat Bonemass.

RationalOrc
Автор

Even without this very good analysis, it's abundantly clear from just playing the game the superiority of blunt weapons, especially when paired with a shield that can parry. If people can notice that without this kind of analysis I think Iron Gate need to get someone in who has experience developing combat systems from scratch for a rework. They have something raw and beautiful in the combat that already exists, but at this point they are just making weapons that look cool (eg Crystal Battleaxe).

I would love to see them incorporate some (but not too much!) class archetypes like 2h berserker, sword and board, rogue and archer. Each one can then have a relationship with either stamina or health. This would then have to work with (rather than against, as it is now) the food system. As it is, the stamina consumption on 2h weapons does not work with the food system as you need health for protection but also stamina for combat but in H&H they made you choose either/or. Maybe a stamina or health refund ability could work. And something like that could exist for other class types.

jamieevans
Автор

I think the right tool is situational, but you show how many situations call for a blunt weapon. I totally agree with you about starting early to level up your blunt skill. i.e. on Day 1, make a club. It's not hard to upgrade the club with bone that you find in dolmens, troll cave entrances, and skeleton drops.

cjimmersive
Автор

I started with spears because of the alt attack helped with hunting deer and kept using it because of trolls but the spear seems to stab over the top of mobs and miss so I started using the mace because of skeletons and just stuck with it ever since

gertballyhead
Автор

A big element missing in this analysis is stamina usage. Also, nothing said about blocking/parrying, a huge element in combat in this game.

alongfortheride
Автор

Takes no consideration to attack range, attack speed or AOE of said weapons.

CdrmnkNathan