Sign in to follow this  
Aichomancer

Ccrm Weapon Tiers

Recommended Posts

Wiki Page: http://castlecrashers.wikia.com/wiki/Weapon_Tiers

 

Congratulations behemoth! Now at least 90% of the weapons are ranked with the highest level weapons high and the low level weapons low! It makes sense now, so you're getting better! The only two big problems are the Black Morning Star, which doesn't make sense anymore, and the Fishing Spear, which never made sense to begin with. Just make the black morning star have 6 magic again, otherwise the only thing that doesn't make sense is that there's no distinguishable difference between a level 20, 30, and 35 weapon). Honestly aside from the Black Morning Star, the weapons are perfect now (imo at least).

 

S RANK

Weapons with scores at, or above 15

#1 - Snakey Staff

  • 5 - 2(0.5) + 3(1.5) + 4(2.2) = 17.3 +1 +1.5 +2 = 21.8 = 22
  • The #1 most recommended weapon for insane mode by most professional players
  • Natural magic bonus (Beholder not required)
  • Highest poison chance

#2 - Ninja Claw

  • 3 + 5(1.5) +3(2.2) = 17.1 +1 +1.5 = 19.6 = 20
  • The snakey staff's younger sister according to most professional players
  • Synthetic magic bonus (Beholder required)
  • No negative stats

#2 - Gold Skull Mace

  • 3 + 4(3.5) = 17 +1 +1 +1 = 20
  • No negative stats
  • Highest critical hit rate
  • Highest melee damage output

#4 - Man Catcher

  • 5 + 2 + 3(3.5) = 17.5 +1 = 18.5
  • No negative stats

#5 - Chainsaw

  • 5 + 3(3.5) = 15.5 +1 +1 = 17.5
  • Natrual armor bonus (spiny not required)
  • No negative stats

#6 - Sai

  • -2(0.5) + 6(1.5) + 2(3.5) = 15 + 1 = 16
  • Highest agility boost

A RANK

Weapons with scores ranging from 10 to 14

#7 - Dual Prong Sword

  • 3 + 3 + 2(3.5) = 11 +1 +1 = 13
  • No negative stats

#8 - Bone Leg

  • -2 +5(1.5) + 3(2.2) = 12.1 = 12.5

#8 - Broad Spear

  • -2 + 5(1.5) + 2(3.5) = 12.5

#8 - Evil Sword

  • 2 + 7 = 9 +1 +1 +1.5 = 12.5
  • Natural armor bonus (Spiny not required)
  • Double armor bonus when Spiny is equipped

#8 -Panic Mallet

  • 1 + 3(3.5) = 11.5 +1 = 12.5
  • No negative stats

#8 - Ugly Mace

  • -2 + 6 + 2(3.5) = 11 +1.5 = 12.5
  • Natural armor bonus (Spiny not required)
  • Double armor bonus when Spiny is equipped

#8 - Ice Sword

  • 2 + 4(2.1) = 10.4 +1 +1 = 12.4 = 12.5
  • No negative stats
  • Highest ice chance

#14 - Demon Sword

  • 2 + 2 + 2 + 4(1.4) = 9.6 +1 +1 = 11.6 = 12
  • No negative stats
  • Highest fire chance

#15 - Skeletor Mace

  • -2 + 3 + 5(1.5) = 10 +1.5 = 11.5

#16 - Glowstick

  • -4 + 5 + 5 + 2(1.1) = 8.2 +1 +1 +2 -1.5 = 10.7 = 11
  • Natural magic bonus (Beholder not required)
  • Natural armor bonus (Spiny not required)

#17 - Cattle Prod

  • 4 + 4(1.1) = 8.4 +1 +1 = 10.4 = 10.5
  • No negative stats
  • Highest lightning chance

#18 - Gladiator Sword

  • 1 - 1 + 3 + 2(3.5) = 10

#18 - King's Mace

  • 3 + 2 + 3 = 8 +1 +1 = 10
  • No negative stats

#20 - Ribeye

  • 4 - 2 + 4(1.5) = 8 +1.5 = 9.5

#20 - NG Gold Sword

  • 5 + 5 - 3(1.5) = 5.5 +2 +2 = 9.5
  • Natural magic bonus (Beholder not required)

B RANK

Weapons with scores ranging from 7 to 9

#22 - Lollipop

  • 5(1.5) = 7.5 +1 = 8.5
  • No negative stats

#23 - Unicorn Horn

  • -3 + 6 + 1 = 4 +1 +4 -1 = 8
  • Natural magic boost (Beholder not required)
  • Double magic boost when Beholder is equipped

#23 - Club

  • 5 + 5 - 3(1.5) = 5.5 +2 = 8
  • Natural armor boost (Spiny not required)

#23 - Cardboard Tube

  • -2 + 6(1.5) = 7 +1 = 8
  • Highest agility boost

#23 - Wooden Mace

  • 2 + 2 + 2(1.5) = 7 +1 = 8
  • No negative stats

#27 - Key Sword

  • -1 + 3 + 3(1.5) = 6.5 +1 = 7.5

#28 - Thick Sword

  • 2 - 1 + 5 = 6 +1 = 7
  • Natural armor boost (Spiny not required)

#28 - Pointy Sword

  • 1 + 2 + 2(1.5) = 6 +1 = 7
  • No negative stats

#30 - Electric Eel

  • 4 - 1 + 3(1.1) = 6.3 = 6.5

#30 - Buffalo Mace

  • 5 + 3 - 2(1.5) = 5 + 1.5 = 6.5

#30 - Lightsaber

  • 2(1.5) + 2(1.1) = 5.2 +1 = 6.2 = 6.5
  • No negative stats

#30 Kielbasa

  • 1 + 1 + 1(3.5) = 5.5 +1 = 6.5
  • No negative stats

C RANK

Weapons with scores ranging from 4 to 6

#34 - Butcher Knife

  • 5 - 2 + 2(1.5) = 6

#34 - Gold Sword

  • 4 + 1 = 5 +1 = 6
  • No negative stats

#34 - Chewed Up Sword

  • -1 + 4 + 2(1.5) = 6

#34 - Curved Sword

  • 3 + 3 - 1 = 5 +1 = 6

#38 Dinner Fork

  • 3 - 2 + 2(2.2) = 5.4 = 5.5

#38 Lightning Bolt

  • 3 + 1(1.1) = 4.1 +1 = 5.1 = 5.5
  • No negative stats

#38 Hole Sword

  • 3 + 3 - 1(1.5) = 4.5 +1 = 5.5

#41 - Black Morning Star

  • -3 + 1 + 1 + 2(3.5) = 6 -1 = 5

#41 - Candlestick

  • -1 + 2 + 2(1.4) = 4.8 = 5

#41 - Falchion

  • 1 + 3 = 4 +1 = 5
  • No negative stats

#41 - Staff

  • 5 - 2 = 3 +2 = 5
  • Natural magic boost (Beholder not required)

#45 - Fencer's Foil

  • 1 + 1 + 1(1.5) = 3.5 +1 = 4.5
  • No negative stats

#45 - Refined Mace

  • 1 + 1 + 1(1.5) = 3.5 +1 = 4.5
  • No negative stats

#45 - Mace

  • 1(3.5) = 3.5 +1 = 4.5
  • No negative stats

#45 - Practice Foil

  • 1 - 1 + 3(1.5) = 4.5

#45 Rubber-Handle Sword

  • 2 - 2 + 3(1.5) = 4.5

#50 - Broccoli Sword

  • 3 = 3 +1 = 4
  • No negative stats

#50 - Rat Beating Bat

  • 2 + 1 = 3 (+1) = 4
  • No negative stats

#50 - Lobster

  • -1 + 1(1.5) + 1(3.5) = 4

#53 - Thief Sword

  • -1 + 3(1.5) = 3.5

#53 - Fish

  • -1 + 2(2.1) = 3.2 = 3.5

#53 - Wooden Sword

  • 1 + 1(1.5) = 2.5 (+1) = 3.5
  • No negative stats

#53 - Zigzag

  • 3 + 1 - 1(1.5) = 2.5 (+1) = 3.5

#53 - Wrench

  • 1 - 1 + 1(3.5) = 3.5

D RANK

Weapons with scores ranging from 2 to 3

#58 - Carrot

  • 1 + 1 = 2 +1 = 3
  • No negative stats

#58 - Apple Peeler

  • -1 + 1 + 3 = 3

#58 - Lance

  • 4 + 2 - 2(1.5) = 3

#58 - Pumpkin Peeler

  • 3 - 2 + 2 = 3

#58 - 2x4

  • 2 - 1 + 2 = 3

#63 - Fishing Spear

  • 5 + 2 - 3(1.5) = 2.5

#63 - Thin Sword

  • 1(1.5) = 1.5 +1 = 2.5

#63 - Alien Gun

  • 1(1.4) = 1.4 +1 = 2.4 = 2.5

#63 - Chicken Stick

  • 2 - 1 + 1(1.5) = 2.5

#63 - Barbarian Axe

  • -1 + 1(3.5) = 2.5

#68 - Leaf

  • -1 +3 = 2

#68 - Umbrella

  • -1 +3 = 2

#68 - Clunky Mace

  • 5 - 2(1.5) = 2

#68 - Wooden Spoon

  • -1 + 2(1.5) = 2

#68 - Sheathed Sword

  • 1 = 1 +1 = 2

#68 - Broad Ax

  • 1 = 1 +1 = 2

#74 - Skinny Sword

  • -1 + 1 + 1(1.5) = 1.5

#74 - Scissors

  • 3 - 1(1.5) = 1.5

#74 - Emerald Sword

  • 3 - 1(1.5) = 1.5

#74 - Sledgehammer

  • 3 - 1(1.5) = 1.5

E RANK

Weapons with scores at or below 1

#78 - Twig

  • 2 - 1 = 1

#78 - Wrapped Sword

  • -1 + 1 + 1 = 1

#78 - Utility Blade

  • -1 + 2 = 1

#81 - Fishing Rod

  • -1 + 1(1.1) = 0.1 = 0.5

#81 - Meat Tenderizer

  • 2 - 1(1.5) = 0.5

#83 - Leafy Twig

  • -1 - 1 + 1(1.5) = -0.5

#83 - Pitchfork

  • 1 - 1(1.5) = -0.5

Calculating Tiers

Here's how each stat is weighted with a rationale explaining why.

Strength

  • Strength increases one's maximum base melee damage by 1, so it's worth one point. The stat is really not that spectacular, and it's not necessary either; it's just a good time saver on insane mode. It doesn't make anything easy, it doesn't make anything harder, it just makes things faster.
  • It's recommended that one doesn't upgrade strength until after beating normal mode because that gives the player time to level up to the point where regardless of their amount of strength leveling comes on its own and doesn't need to be rushed.
  • Technically strength only increasing base melee damage by one per point is strength's only effect, but it actually increases throwing damage slightly more than 1 but slightly less than 2. It's also responsible for 38.54% of the damage XXXY does on the Y, but factoring the XXX, it's responsible for 71.50% of the damage in elemental combos, and 61.06% of the damage in Non-Elemental combos.

Magic

  • Magic increases one's base magic damage by 2 (splash damage up 1), so it's worth 1 point.
  • Every five points increases your splash attack range, and reduces mana cost, therefore +5 or more magic grants 2 bonus points.
  • Weapons that provide two magic bonuses with beholder receive a bonus of 4 points.

Defense

  • Defense increases one's HP by 28 every time the player levels up. It's therefore worth 1 point, but it receives a bonus point for +5 because it upgrades armor.
  • Negative defense is weighted at 0.5 points each.
  • Weapons that receive two bonuses with spiny receive 1.5 bonus points.

Agility

  • Agility is necessary for juggling, and it helps with alignment, dodging, and combo locking. That's just stuffin addition to its primary effect (increased speed and bow damage), which essentially makes it the most god like of stats, at least arguably.
  • Being as useful as it is, agility is weighted at 1.5 points each.

Special Effects

  • Special effects are calculated based on the equivalent amount of strength that their damage is worth. Freezing is worth +0.4 strength for every second it freezes enemies in addition to the damage it deals. These are rounded up or down to the nearest tenth.
  • Critical hit: +3.5 strength
  • Lightning: +1.1 strength
  • Fire: +1.4 strength
  • Poison: +2.2 strength
  • Ice: +2.1 strength

Additional Grading Criteria

  • If a weapon has -3 or more strength or magic, it's docked 2 points. Defense exists in only -2 at the lowest, so this can't apply to it, and agility is already weighted, making the application of this rule to it redundant. Every negative point beyond -3 is an additional -0.5.
  • If a weapon has +3 or more to two stats then it receives 1 bonus point. It receives an additional 0.5 bonus points for every additional bonus above 3. (e.g. if the sum of the two stats is 6, it's +1, 8 = +1.5, +10 = +2)
  • If a weapon has no negative stats, it receives 1 bonus point.
  • All bonuses and pentalties are accounted for at the second half of the equation.
  • Once a weapon receives its net score, it's rounded up to the nearest half (.0 or .5).
  • Weapons can receive a bonus point for having the highest melee damage output, magic damage output, health increase, agility buff, crit rate, poison chance, lightning chance, ice chance, or fire chance.
Edited by Aichomancer
  • Upvote 1

Share this post


Link to post
Share on other sites

Solid work man.

the man catcher has the second highest damage output and crit rate, and lots of other things (obviously) have the second highest something too.

 

I was thinking about adding a bonus of +0.5 for everything that has a second highest since the first highest for everything gets +1, and then I think the man catcher would be equal to the skull mace. Should I do it?

 

The main reason I didn't do it yet is because I thought of it right before I finished and didn't want to go back and do it all over again.

Share this post


Link to post
Share on other sites

Gold sword and beholder w industrial level 50 combo - 222 dmg w max str + magic

Snakey mace and beholder 212

X,x,x,y the number appearing is the y attack

The damage reflects on magic as primary dmg output and str is secondary

The gold sword is now the main weapon along w beholder and industrial or fencer to maximize your x,x,x,y combo

Test it out for yourself with industrial and that setup

Each character has a different x,x,x,y even with this all equiped .. Main 4 knights are nerfed due to element damage with x,x,x,y so you will never see a high number w them.

Xbox one tested june 19/2016

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this