[Notice] Developer Letter – December 18, 2025
[p]
[/p][p]Hello Survivors,[/p][p]This is the DARKEST DAYS team.
To explain in depth the goals and changes behind the firearm and melee weapon balance improvements introduced in the December 17, 2026 Patch, we would like to share a special Developer’s Letter with you all.
In this Developer’s Letter, we will walk you through the objectives of the weapon balance adjustments, as well as the detailed balance changes for ranged weapons and melee weapons.[/p][p][/p][hr][/hr][p][/p][h2]Purpose of Weapon Balance Adjustments[/h2][p][/p][p]In this update, we rebalanced the overall weapon performance with a focus on expanding weapon choices across various combat situations and strengthening the unique characteristics of each weapon category.[/p][p]Based on long-term feedback from our Survivors and the results of internal testing, we established the following goals for this weapon balance adjustment to address role overlap between firearm categories and the issue of certain weapons dominating the meta:[/p][p][/p][p]① Strengthen role differentiation among firearm categories
② Increase the practical combat viability of melee weapons
③ Rebalance overall DPS across all weapons[/p][p][/p][hr][/hr][p][/p][h2]Overview of the Overall Weapon Balance Adjustments[/h2][p][/p][p]The primary goal of this weapon balance update was to clearly define the identity and concept of each weapon, allowing Survivors to choose and use a variety of weapons based on their preferred combat style.[/p][p]Accordingly, ranged weapons were rebalanced based on the six firearm categories below, such as Assault Rifles and Submachine Guns.
Melee weapons, on the other hand, had their usability improved through overall stat adjustments and system enhancements.[/p][p][/p][h3]Ranged Weapon (Firearm) Rebalance[/h3][p]- Assault Rifles (AR): Improved standing-fire accuracy with adjusted mobile firing performance
- Submachine Guns (SMG): Enhanced ultra-close-range mobility combat with reduced mid-range effectiveness
- Shotguns (SG): Specialized as close-range damage dealers with reload time optimized
- Sniper Rifles (DMR/SR): Specialized for mid- to long-range combat with close-range penalties applied
- Pistols (HG): Shifted to a mobility-focused gunplay style
- Machine Guns (MG): Improved sustained-fire stability[/p][p][/p][h3]Melee Weapon Rebalance[/h3][p]- Overall stat adjustments: Attack power, attack speed, stamina consumption, etc[/p][p]- System improvements: Addition of Quick Melee Attack and adjustments to the Assist System[/p][p]- Expanded melee combat variety: Enhanced strategies for handling multiple or single enemies[/p][p][/p][hr][/hr][p][/p][h2]Ranged Weapons (Firearms) Rebalance[/h2][p][/p][p]Ranged weapons (firearms) have been rebalanced to more clearly differentiate the roles of each weapon category based on their originally intended engagement ranges and playstyles. This adjustment aims to reduce situations where certain weapons dominate the meta, encouraging players to choose weapons that best fit each combat scenario.[/p][p]We first reorganized accuracy grouping, firing stability, and mobility structures by weapon category, then re-evaluated overall DPS across all firearms. Detailed values were adjusted according to each weapon’s intended role to prevent specific weapons from exhibiting excessively high performance.[/p][p][/p][h3]Detailed Balance Adjustments of Ranged Weapons (Firearms)[/h3][p]
AR (Assault Rifle) Category[/p][p]→ Increased firing stability while stationary and decreased stability while firing on the move, reducing overlap with the SMG category
→ Balance adjustments have been made to make ARs more suitable for mid-range combat[/p][p][/p][p]SMG (Small Machine Gun) Category[/p][p]→ Stability while firing on the move has been increased, further emphasizing the SMG’s role as a weapon specialized for close-range and mobile combat[/p][p][/p][p]SG (Shot Gun) Category[/p][p]→ Balance adjustments have been made to align with the weapon’s concept of delivering explosive damage at close range
→ Reload preparation time has been slightly increased, while shell insertion time has been significantly reduced
→ Pellet spread patterns have been individually tuned for each weapon to ensure clear differences in handling and feel between shotguns[/p][p][/p][p]DMR (Designated Marksman Rifle) Category[/p][p]→ Stability while firing from the hip and firing on the move has been significantly reduced, and movement speed while aiming has been slightly decreased as well. This aligns the balance with a combat role that supports mid-to long-range engagements
→ Accuracy has been increased when firing in scoped mode
→ Damage at close range has been slightly reduced for balance[/p][p][/p][p]SR (Sniper Rifle) Category[/p][p]→ Balance adjustments have been made by slightly reducing damage in close-range combat, aligning the weapon with a combat concept optimized for long-range sniping[/p][p][/p][p]HG (Hand Gun - Pistol) Category[/p][p]→ Movement speed while aiming has been slightly increased, with balance adjustments made to align the weapon with a combat concept specialized for mobile firing[/p][p][/p][p]MG (Machine Gun) Category[/p][p]→ Balance adjustments have been made to increase accuracy and stability during sustained stationary fire[/p][p][/p][h3]Developer’s Comments[/h3][p]This firearm balance update was implemented to address issues where the distinction between weapon categories had become blurred, allowing certain weapon types to dominate combat overall.
While each weapon is designed with a specific intended engagement range and playstyle, in actual combat situations the overlap in factors such as bullet spread and stability while firing on the move had narrowed viable choices.[/p][p]In particular, ARs and SMGs encroaching on each other’s effective ranges, as well as DMRs and SRs performing excessively well in close-range situations, were structures that ultimately reduced combat variety and increased reliance on specific weapons. To resolve these issues, this patch primarily reorganizes bullet spread patterns, firing stability, and mobility structures by weapon category, and adjusts detailed values so that each weapon better fulfills its intended role.[/p][p]In addition, we identified an issue where the DPS of certain weapons was excessively high, effectively creating a dominant and exclusive meta. When the efficiency of specific weapons becomes too strong, other weapon categories have fewer opportunities to be chosen, and players have less reason to use a variety of firearms. Accordingly, we re-evaluated DPS across all weapons and focused on adjustments to ensure that no single weapon type pulls too far ahead of the rest.[/p][p]Through these adjustments, we hope to enable a wider range of weapon choices based on a player’s preferred gun feel, combat rhythm, and mobility style.[/p][p]Specifically, since SMGs are inherently designed to excel in close-range, highly mobile combat, their bullet spread while firing on the move has been adjusted to preserve their strengths while reducing excessive influence in mid-range engagements. Conversely, ARs have had their stability in close-range mobile combat reduced, while stationary firing accuracy has been improved to reinforce their identity as primary mid-range weapons.[/p][p]DMR, SR, and MG category weapons have had their close-range performance adjusted so that distinctions at their intended engagement distances are more clearly defined. In particular, the SR700 and Recon Scout had knockdown chances that were excessively high compared to other sniper rifles, and these values have been adjusted to more appropriate levels. This helps reduce performance gaps within the sniper rifle category and clarifies their role as weapons specialized for long-range combat.[/p][p]In addition, crosshair transition effects have been improved to respond more dynamically than before. To enhance handling for weapons that benefit from stationary firing, the crosshair size now changes more quickly and intuitively based on character movement speed, allowing for a smoother and more natural user experience.[/p][p]Through this balance adjustment, we aim to more clearly define the role of each weapon category and create a combat environment where players can choose from a wider variety of weapons based on situation and strategy.[/p][p]The DARKEST DAYS team will continue to improve firearm balance by considering the overall combat structure, rather than relying solely on simple numerical tweaks, to ensure that no single weapon dominates the meta.[/p][p]While some weapons have inevitably been nerfed in this update, future balance adjustments will focus primarily on buffing underperforming weapons.[/p][p][/p][hr][/hr][p][/p][h2]Melee Weapons Rebalance[/h2][p][/p][p]To make melee weapons a more effective option when zombies close in, we have strengthened their ability to restrict zombie movement (such as knockdowns and limb amputations) and rebalanced them so that each melee weapon’s sense of weight and positional role is more clearly defined.[/p][p]In addition, the role category of melee weapons has been changed to secondary weapons, with the goal of introducing more variety to combat instead of the current uniform playstyle of fleeing from approaching zombies while attacking.[/p][p]To allow players to respond more proactively in things such as knocking down or amputating approaching zombies with melee attacks, we have added a Quick Melee Attack, improved attack animations, and enhanced the aim assist system.[/p][p]The overall direction of improvements for melee weapons is as follows:
[/p][h3]System Improvements[/h3][p]① Quick Melee Attack (Hotkey: F)
└ Improved so that melee attacks can be performed even while a ranged weapon is equipped[/p][p]② Improved Startup/Recovery Delay and Animation Speed to Enhance Secondary Weapon Usability[/p][p]└ Reduced startup delay and increased animation speed to allow immediate attacks
└ Improved usability by allowing recovery delay after a swing to be canceled through movement, jumping, weapon swapping, and similar actions[/p][p]③ Aim Assist System Improvements[/p][p][/p][h3]Content Improvements[/h3][p]- Increased melee weapon stats to enhance overall usability
- Improved attack animations to enhance the sense of action and impact
- Rebalanced positioning and overall stats to give each melee weapon a more distinct identity[/p][p][/p][h3]Weapon Category Positioning (Melee Weapons)[/h3][p][/p][h3]Melee Weapon Changes by Type[/h3][p]One-Handed Blade Weapons[/p][p]→ Attack power, attack speed, and critical hit chance have been increased, with a slight increase to limb amputation chance as well[/p][p][/p][p]Two-Handed Blade Weapons[/p][p]→ Attack power and stamina efficiency have been increased, while attack speed and limb amputation chance have been reduced[/p][p][/p][p]One-Handed Blunt Weapons
→ Overall stats have been increased, including attack power, knockdown chance, attack speed, and stamina efficiency[/p][p][/p][p]Two-Handed Blunt Weapons
→ Attack power, knockdown chance, and stamina efficiency have been increased, while attack speed and critical hit chance have been reduced[/p][p][/p][h3]Developer’s Comments[/h3][p]This melee weapon rebalance aims to ease the issue of combat flow becoming overly fixed around a single approach such as retreating while avoiding approaching zombies, while allowing players to choose from a wider range of responses depending on the combat situation.[/p][p]Melee weapons were previously used only in a limited, supplementary capacity, and their practical value was not fully realized in actual gameplay, which narrowed available combat options. Through these improvements, we have redefined the role of melee weapons so that close-range responses, such as pushing back approaching zombies, knocking them down, or dismembering limbs can be naturally integrated into combat.[/p][p]To support this, we have introduced a new Quick Melee Attack system. Players can now immediately perform melee attacks even while a ranged weapon is equipped, and startup delay has been reduced to lower the burden of attack preparation. In addition, recovery delay after a swing can now be naturally canceled through actions such as movement, jumping, or weapon swapping, ensuring that combat flow remains smooth and uninterrupted.[/p][p]In addition, the Melee Assist System has been comprehensively reworked to better match the flow of combat. The previous approach was closer to a targeting-based system, offering high ease of use but leaving little room for direct player control and resulting in combat that could feel repetitive. To address this, the system has been redesigned to increase player control, allowing players to directly judge attack range, timing, and angles.[/p][p]From a content perspective, overall stats have been rebalanced so that the weight and role of each melee weapon are more clearly felt, and the sense of action in combat has been strengthened through the addition and refinement of attack animations. Through these changes, we hope players can experience a wider range of tactical options even in close-range situations, and enjoy a more natural combat rhythm where ranged and melee combat flow seamlessly together.[/p][p][/p][hr][/hr][p][/p][p]Since this update includes an especially large number of weapon-related changes, we’ve provided a separate Developer’s Note to explain the goals and detailed adjustments.[/p][p][/p][p]If you have any questions about the updated weapon balance or any additional suggestions, please feel free to share them at any time via our Customer Support or Official community channels.[/p][p][/p][p]We will continue to listen closely to your feedback and think carefully about the best direction moving forward.
Thank you.[/p][p][/p][p]DARKEST DAYS Dev Team[/p]
To explain in depth the goals and changes behind the firearm and melee weapon balance improvements introduced in the December 17, 2026 Patch, we would like to share a special Developer’s Letter with you all.
In this Developer’s Letter, we will walk you through the objectives of the weapon balance adjustments, as well as the detailed balance changes for ranged weapons and melee weapons.[/p][p][/p][hr][/hr][p][/p][h2]Purpose of Weapon Balance Adjustments[/h2][p][/p][p]In this update, we rebalanced the overall weapon performance with a focus on expanding weapon choices across various combat situations and strengthening the unique characteristics of each weapon category.[/p][p]Based on long-term feedback from our Survivors and the results of internal testing, we established the following goals for this weapon balance adjustment to address role overlap between firearm categories and the issue of certain weapons dominating the meta:[/p][p][/p][p]① Strengthen role differentiation among firearm categories
② Increase the practical combat viability of melee weapons
③ Rebalance overall DPS across all weapons[/p][p][/p][hr][/hr][p][/p][h2]Overview of the Overall Weapon Balance Adjustments[/h2][p][/p][p]The primary goal of this weapon balance update was to clearly define the identity and concept of each weapon, allowing Survivors to choose and use a variety of weapons based on their preferred combat style.[/p][p]Accordingly, ranged weapons were rebalanced based on the six firearm categories below, such as Assault Rifles and Submachine Guns.
Melee weapons, on the other hand, had their usability improved through overall stat adjustments and system enhancements.[/p][p][/p][h3]Ranged Weapon (Firearm) Rebalance[/h3][p]- Assault Rifles (AR): Improved standing-fire accuracy with adjusted mobile firing performance
- Submachine Guns (SMG): Enhanced ultra-close-range mobility combat with reduced mid-range effectiveness
- Shotguns (SG): Specialized as close-range damage dealers with reload time optimized
- Sniper Rifles (DMR/SR): Specialized for mid- to long-range combat with close-range penalties applied
- Pistols (HG): Shifted to a mobility-focused gunplay style
- Machine Guns (MG): Improved sustained-fire stability[/p][p][/p][h3]Melee Weapon Rebalance[/h3][p]- Overall stat adjustments: Attack power, attack speed, stamina consumption, etc[/p][p]- System improvements: Addition of Quick Melee Attack and adjustments to the Assist System[/p][p]- Expanded melee combat variety: Enhanced strategies for handling multiple or single enemies[/p][p][/p][hr][/hr][p][/p][h2]Ranged Weapons (Firearms) Rebalance[/h2][p][/p][p]Ranged weapons (firearms) have been rebalanced to more clearly differentiate the roles of each weapon category based on their originally intended engagement ranges and playstyles. This adjustment aims to reduce situations where certain weapons dominate the meta, encouraging players to choose weapons that best fit each combat scenario.[/p][p]We first reorganized accuracy grouping, firing stability, and mobility structures by weapon category, then re-evaluated overall DPS across all firearms. Detailed values were adjusted according to each weapon’s intended role to prevent specific weapons from exhibiting excessively high performance.[/p][p][/p][h3]Detailed Balance Adjustments of Ranged Weapons (Firearms)[/h3][p]
AR (Assault Rifle) Category[/p][p]→ Increased firing stability while stationary and decreased stability while firing on the move, reducing overlap with the SMG category
→ Balance adjustments have been made to make ARs more suitable for mid-range combat[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]Krinkov-47[/p]
[p]Reload Speed Decreased 26%▼[/p]
[p]SFAR-H[/p]
[p]Attack Power Increased 20% ▲[/p][p]Rate of Fire Decreased 5% ▼[/p][p]Reload Speed Decreased 26% ▼[/p]
[p]M4A1[/p]
[p]Attack Power Increased 18% ▲[/p][p]Reload Speed Decreased 6% ▼[/p]
[p]M16A2[/p]
[p]Attack Power Increased 5% ▲[/p][p]Reload Speed Decreased 6% ▼[/p]
[p]S550[/p]
[p]Attack Power Increased 9% ▲[/p][p]Rate of Fire Decreased 10% ▼[/p][p]Reload Speed Decreased 26% ▼[/p]
[p]XR-15[/p]
[p]Attack Power Increased 5% ▲[/p][p]Rate of Fire Decreased 5% ▼[/p][p]Reload Speed Decreased 6% ▼[/p][p]Horizontal Recoil Increased 10% ▼[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]AMP45[/p]
[p]Attack Power Increased 2% ▲[/p][p]Reload Speed Increased 14% ▲[/p]
[p]MPW-K[/p]
[p]Attack Power Increased 9%. ▲[/p][p]Reload Speed Increased 7% ▲[/p]
[p]Hektor5A5[/p]
[p]Attack Power Increased 10% ▲[/p][p]Reload Speed Increased 7% ▲[/p][p]Rate of Fire Decreased 5% ▼[/p]
[p]Tommy[/p]
[p]Vertical Recoil Increased 20% ▼[/p]
[p]Micro 9[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p]
→ Reload preparation time has been slightly increased, while shell insertion time has been significantly reduced
→ Pellet spread patterns have been individually tuned for each weapon to ensure clear differences in handling and feel between shotguns[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]Win87 Sawed Off[/p]
[p]Attack Power Increased 19% ▲[/p][p]Reload Speed Increased 35% ▲[/p][p]Limb Amputation Chance Slightly Increased ▲[/p]
[p]SG870 Breacher[/p]
[p]Reload Speed Increased 33% ▲[/p][p]Limb Amputation Chance Slightly Increased ▲[/p]
[p]SG500[/p]
[p]Attack Power Increased 19% ▲[/p][p]Movement Speed While Aiming Increased 6% ▲[/p][p]Reload Speed Increased 33% ▲[/p][p]Rate of Fire Decreased 5% ▼[/p]
[p]CS-23[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p]
[p]사제 총[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p]
[p]OK Coach Gun[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p]
[p]SG1100[/p]
[p]Attack Power Increased 14%. ▲[/p][p]Movement Speed While Aiming Increased 6% ▲[/p][p]Reload Speed Increased 20% ▲[/p][p]Limb Amputation Chance Slightly Decreased ▼[/p]
[p]ALPHA-12[/p]
[p]Rate of Fire Decreased 15% ▼[/p][p]Reload Speed Decreased 20%. ▼[/p][p]Limb Amputation Chance Slightly Decreased ▼[/p]
→ Accuracy has been increased when firing in scoped mode
→ Damage at close range has been slightly reduced for balance[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]Judge 922[/p]
[p]Attack Power Increased 7% ▲[/p][p]Reload Speed Increased 40% ▲[/p]
[p]SPR 12[/p]
[p]Rate of Fire Decreased 20% ▼[/p][p]Reload Speed Decreased 40% ▼[/p]
[p]Brush 464[/p]
[p]Attack Power Increased 15% ▲[/p][p]Reload Speed Increased 20% ▲[/p][p]Magazine Size Increased by 2 ▲[/p][p]Rate of Fire Decreased 30% ▼[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]SR700[/p]
[p]Attack Power Increased 7% ▲[/p][p]Reload Speed Increased 25% ▲[/p][p]Rate of Fire Decreased 29% ▲[/p][p]Movement Speed While Aiming Decreased 10% ▼[/p][p]Knockdown Chance Decreased ▼[/p]
[p]Recon Scout[/p]
[p]Movement Speed While Aiming Decreased 10% ▼[/p][p]Reload Speed Decreased 30% ▼[/p][p]Knockdown Chance Decreased ▼[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]G17→ G18[/p]
[p]Changed to semi-automatic pistol model capable of continuous fire ▲[/p][p]Movement Speed While Aiming Increased 6% ▲[/p]
[p]C1911[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p]
[p]Rick 357[/p]
[p]Movement Speed While Aiming Increased 6% ▲[/p][p]Reload Speed Increased 20% ▲[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]MG240[/p]
[p]Rate of Fire Decreased 10% ▼[/p][p]* Gunplay adjusted so bullet spread tightens the longer continuous fire is maintained[/p]
While each weapon is designed with a specific intended engagement range and playstyle, in actual combat situations the overlap in factors such as bullet spread and stability while firing on the move had narrowed viable choices.[/p][p]In particular, ARs and SMGs encroaching on each other’s effective ranges, as well as DMRs and SRs performing excessively well in close-range situations, were structures that ultimately reduced combat variety and increased reliance on specific weapons. To resolve these issues, this patch primarily reorganizes bullet spread patterns, firing stability, and mobility structures by weapon category, and adjusts detailed values so that each weapon better fulfills its intended role.[/p][p]In addition, we identified an issue where the DPS of certain weapons was excessively high, effectively creating a dominant and exclusive meta. When the efficiency of specific weapons becomes too strong, other weapon categories have fewer opportunities to be chosen, and players have less reason to use a variety of firearms. Accordingly, we re-evaluated DPS across all weapons and focused on adjustments to ensure that no single weapon type pulls too far ahead of the rest.[/p][p]Through these adjustments, we hope to enable a wider range of weapon choices based on a player’s preferred gun feel, combat rhythm, and mobility style.[/p][p]Specifically, since SMGs are inherently designed to excel in close-range, highly mobile combat, their bullet spread while firing on the move has been adjusted to preserve their strengths while reducing excessive influence in mid-range engagements. Conversely, ARs have had their stability in close-range mobile combat reduced, while stationary firing accuracy has been improved to reinforce their identity as primary mid-range weapons.[/p][p]DMR, SR, and MG category weapons have had their close-range performance adjusted so that distinctions at their intended engagement distances are more clearly defined. In particular, the SR700 and Recon Scout had knockdown chances that were excessively high compared to other sniper rifles, and these values have been adjusted to more appropriate levels. This helps reduce performance gaps within the sniper rifle category and clarifies their role as weapons specialized for long-range combat.[/p][p]In addition, crosshair transition effects have been improved to respond more dynamically than before. To enhance handling for weapons that benefit from stationary firing, the crosshair size now changes more quickly and intuitively based on character movement speed, allowing for a smoother and more natural user experience.[/p][p]Through this balance adjustment, we aim to more clearly define the role of each weapon category and create a combat environment where players can choose from a wider variety of weapons based on situation and strategy.[/p][p]The DARKEST DAYS team will continue to improve firearm balance by considering the overall combat structure, rather than relying solely on simple numerical tweaks, to ensure that no single weapon dominates the meta.[/p][p]While some weapons have inevitably been nerfed in this update, future balance adjustments will focus primarily on buffing underperforming weapons.[/p][p][/p][hr][/hr][p][/p][h2]Melee Weapons Rebalance[/h2][p][/p][p]To make melee weapons a more effective option when zombies close in, we have strengthened their ability to restrict zombie movement (such as knockdowns and limb amputations) and rebalanced them so that each melee weapon’s sense of weight and positional role is more clearly defined.[/p][p]In addition, the role category of melee weapons has been changed to secondary weapons, with the goal of introducing more variety to combat instead of the current uniform playstyle of fleeing from approaching zombies while attacking.[/p][p]To allow players to respond more proactively in things such as knocking down or amputating approaching zombies with melee attacks, we have added a Quick Melee Attack, improved attack animations, and enhanced the aim assist system.[/p][p]The overall direction of improvements for melee weapons is as follows:
[/p][h3]System Improvements[/h3][p]① Quick Melee Attack (Hotkey: F)
└ Improved so that melee attacks can be performed even while a ranged weapon is equipped[/p][p]② Improved Startup/Recovery Delay and Animation Speed to Enhance Secondary Weapon Usability[/p][p]└ Reduced startup delay and increased animation speed to allow immediate attacks
└ Improved usability by allowing recovery delay after a swing to be canceled through movement, jumping, weapon swapping, and similar actions[/p][p]③ Aim Assist System Improvements[/p]
[p]Before[/p]
[p]After[/p]
[p]- Designed closer to match a targeting system[/p][p]- Allowed for convenient melee attacks[/p][p]- Structure with very limited player control[/p]
[p]- Players attack directly based on the combat situation[/p][p]- Requires judgment of range, timing, and attack direction[/p][p]- Allows for diverse and nuanced control depending on the combat scenario[/p]
- Improved attack animations to enhance the sense of action and impact
- Rebalanced positioning and overall stats to give each melee weapon a more distinct identity[/p][p][/p][h3]Weapon Category Positioning (Melee Weapons)[/h3]
[p]One-handed
Blade Weapons[/p]
Blade Weapons[/p]
[p]- High DPS (very high critical hit chance and attack speed)[/p][p]- Narrow attack range, making it effective against a small number of targets[/p][p]- Provides minor utility through limb amputation[/p]
[p]Two-handed
Blade Weapons[/p]
Blade Weapons[/p]
[p]- High DPS (high critical hit chance)[/p][p]- Wide attack range, making it effective against multiple targets[/p][p]- Provides minor utility through limb amputation[/p]
[p]One-handed
Blunt Weapons[/p]
Blunt Weapons[/p]
[p]- Delivers powerful single-hit damage[/p][p]- Low DPS (low critical hit chance and attack speed)[/p][p]- Narrow attack range, making it effective against a small number of targets[/p][p]- Provides combat stability through a high knockdown chance[/p]
[p]Two-handed
Blunt Weapons[/p]
Blunt Weapons[/p]
[p]- Delivers powerful single-hit damage[/p][p]- Low DPS (low critical hit chance and attack speed)[/p][p]- Wide attack range, making it effective against multiple targets[/p][p]- Provides combat stability through a high knockdown chance[/p]
[p]Weapon[/p]
[p]Attack Power[/p]
[p]Attack Speed[/p]
[p]Stamina Consumption[/p]
[p]Critical Hit Chance[/p]
[p]Knockdown Probability[/p]
[p]Sickle[/p]
[p]164% ▲[/p]
[p]18% ▲[/p]
[p]- 40% ▲[/p]
[p]Slightly Decreased ▼[/p]
[p][/p]
[p]Machete[/p]
[p]140% ▲[/p]
[p]28% ▲[/p]
[p]- 60% ▲[/p]
[p]Slightly Increased▲[/p]
[p][/p]
[p]Cleaver[/p]
[p]146% ▲[/p]
[p]43% ▲[/p]
[p]- 60% ▲[/p]
[p]Increased ▲[/p]
[p]Slightly Increased ▲[/p]
[p]Bowie Knife[/p]
[p]126% ▲[/p]
[p]26% ▲[/p]
[p]- 60% ▲[/p]
[p]Increased ▲[/p]
[p]Increased ▲[/p]
[p]Hatchet[/p]
[p]105% ▲[/p]
[p]20% ▲[/p]
[p]- 65% ▲[/p]
[p]Significantly Increased ▲[/p]
[p]Slightly Increased ▲[/p]
[p]Tactical Tomahawk[/p]
[p]130% ▲[/p]
[p]1% ▲[/p]
[p]- 50% ▲[/p]
[p]Significantly Increased ▲[/p]
[p]Increased ▲[/p]
[p]Shovel[/p]
[p]201% ▲[/p]
[p]14% ▲[/p]
[p]- 40% ▲[/p]
[p]Decreased ▼[/p]
[p]Slightly Increased ▲[/p]
[p]Katana[/p]
[p]172% ▲[/p]
[p]18% ▲[/p]
[p]- 40% ▲[/p]
[p]Slightly Decreased ▼[/p]
[p]Slightly Increased ▲[/p]
[p]Chainsaw[/p]
[p]214% ▲[/p]
[p]40% ▲[/p]
[p]- 25% ▲[/p]
[p]Significantly Increased ▲[/p]
[p]Significantly Increased ▲[/p]
[p]Weapon[/p]
[p]Attack Power[/p]
[p]Attack Speed[/p]
[p]Stamina Consumption[/p]
[p]Critical Hit Chance[/p]
[p]Knockdown Probability[/p]
[p]Saw Blade Bat[/p]
[p]90% ▲[/p]
[p]5% ▼[/p]
[p]- 50% ▲[/p]
[p]-[/p]
[p]Slightly Decreased ▼[/p]
[p]Sign[/p]
[p]106% ▲[/p]
[p]7% ▼[/p]
[p]- 50% ▲[/p]
[p]Slightly Decreased ▼[/p]
[p]Slightly Decreased ▼[/p]
[p]Fire Axe[/p]
[p]66% ▲[/p]
[p]13% ▼[/p]
[p]- 55% ▲[/p]
[p]Increased ▲[/p]
[p]Significantly Decreased ▼[/p]
[p]Pickaxe[/p]
[p]62% ▲[/p]
[p]19% ▼[/p]
[p]- 50% ▲[/p]
[p]대폭 증가 ▲[/p]
[p]Decreased ▼[/p]
[p]Gunstock War Club[/p]
[p]84% ▲[/p]
[p]3% ▼[/p]
[p]- 50% ▲[/p]
[p]Slightly Increased ▲[/p]
[p]Decreased ▼[/p]
→ Overall stats have been increased, including attack power, knockdown chance, attack speed, and stamina efficiency[/p]
[p]Weapon[/p]
[p]Attack Power[/p]
[p]Attack Speed[/p]
[p]Stamina Consumption[/p]
[p]Critical Hit Chance[/p]
[p]Knockdown Probability[/p]
[p]Tactical Baton[/p]
[p]179% ▲[/p]
[p]20% ▲[/p]
[p]- 20% ▲[/p]
[p]Slightly Increased ▲[/p]
[p]Significantly Increased ▲[/p]
[p]Police Baton[/p]
[p]196% ▲[/p]
[p]-2% ▼[/p]
[p]- 20% ▲[/p]
[p]Slightly Increased ▲[/p]
[p]Significantly Increased ▲[/p]
[p]Claw Hammer[/p]
[p]185% ▲[/p]
[p]7% ▲[/p]
[p]- 20% ▲[/p]
[p]Decreased ▼[/p]
[p]Significantly Increased ▲[/p]
[p]Crowbar[/p]
[p]181% ▲[/p]
[p]7% ▼[/p]
[p]- 50% ▲[/p]
[p]Decreased ▼[/p]
[p]Significantly Increased ▲[/p]
→ Attack power, knockdown chance, and stamina efficiency have been increased, while attack speed and critical hit chance have been reduced[/p]
[p]Weapon[/p]
[p]Attack Power[/p]
[p]Attack Speed[/p]
[p]Stamina Consumption[/p]
[p]Critical Hit Chance[/p]
[p]Knockdown Probability[/p]
[p]Hockey Stick[/p]
[p]167% ▲[/p]
[p]10% ▼[/p]
[p]- 33% ▲[/p]
[p]Decreased ▼[/p]
[p]Significantly Increased ▲[/p]
[p]Golf Club[/p]
[p]197% ▲[/p]
[p]5% ▲[/p]
[p]- 20% ▲[/p]
[p]Decreased ▼[/p]
[p]Significantly Increased ▲[/p]
[p]Baseball Bat[/p]
[p]113% ▲[/p]
[p]14% ▼[/p]
[p]- 50% ▲[/p]
[p]Slightly Decreased ▼[/p]
[p]Increased ▲[/p]
[p]Barbed Wire Bat[/p]
[p]112% ▲[/p]
[p]26% ▼[/p]
[p]- 44% ▲[/p]
[p]Decreased ▼[/p]
[p]Increased ▲[/p]
[p]Sledge Hammer[/p]
[p]136% ▲[/p]
[p]16% ▼[/p]
[p]- 50% ▲[/p]
[p]Decreased ▼[/p]
[p]Increased ▲[/p]
[p]Pipe Wrench[/p]
[p]110% ▲[/p]
[p]16% ▼[/p]
[p]- 50% ▲[/p]
[p]Decreased ▼[/p]
[p]Increased ▲[/p]
[p]Iron Pipe[/p]
[p]123% ▲[/p]
[p]27% ▲[/p]
[p]- 44% ▲[/p]
[p]Decreased ▼[/p]
[p]Increased ▲[/p]
Thank you.[/p][p][/p][p]DARKEST DAYS Dev Team[/p]