fjdgshdkeavd: EDIT: sorry, I meant to ask what the effect of a given damage type is. For example, if my sword says "50 armor piercing," does that mean 50 points of its damage will bypass armor? Does that mean 50% of its damage will bypass armor? Does that mean it does an additional 50 points of bonus damage, on top of its regular damage, that bypass armor?
The manual is 9 pages with no information.
I wonder if it's in the in-game glossary or something.
JoeAboveAverage: I too wonder how armor piercing works. Also, what does armor piercing mean when applied to a monster since only wild hunt warriors wear armor.
I am of the opinion that some of the "extras" included on swords sound good but do not mean much:
"Percent Improved critical hit chance", what good is it when Superior Thunderbolt potion gives you 100% chance of a critical hit.
Bleeding and poison (admittedly I do not play with cat gear), I do not think they do enough damage to make a difference. I kill downers and the like in 1-2 hits they do not have time to bleed to death and tougher monsters have so many hit points that bleeding and poison are like pin pricks and bee stings.
Dismember provides a nice graphic, but despite having at least a 10% chance, I have never dismembered a large monster (fiend, dragon, elemental, golem, etc) and I have killed more than 30 which means I had more than a 95% chance to dismember at least 1 of them. It seems dismember only works on normal size opponents like bandits and downers.
stagger, stun, freeze, burn might be good for crowd control but isn't that what aard and igni are for?
The "extras" that I believe add to the sword's deadliness (not necessarily in order of preference):
increases critical damage,
increases sign intensity,
increases adrenaline points
increases stamina
Not only the wild hunt wears armor (plate), there are bandits, pirates and other types that are wearing a mix of armor.
And, if you ever decided to quarrel with a witch hunter >>> the things that they are wearing - first class, hart to beat.
Oils on the sword?
Just for the fun of it, all the time, changed for the monster that will be encountered.
What of the arsenal to use, when to use is a constant kind of calculation, but I like this.
Gives Geralt something to think about.
Bleeding and poison - well if you kill your opponent with two strikes/hits, there really is no chance that the effects will show in any significant way. Maybe you just feel somewhat safer when you have these options: while they might not do anything in a physical way, they could bolster up Geralt/you as a gamer in a mental way by just feeling more protected.
Might give the player the notion of playing in her/his own special way ("... we all are different!" voice from the off "... I'm not!" Monty Python, the life of Brian) :).