|
The math looks sound (although I am also unsure about multiplying the flourish damage by 3).
But a question... what does upgrading the cutlass do to the calculations? The +1 cutlass adds 2 per hit and the +2 cutlass adds 4.
And a comment... yes extending the reps out to a least common denominator is helpful for comparison but look at it in practice. How many enemies are going to take that many hits for the benefits to pile up? And even so, how much damage are you taking to get this "benefit"?
I think you can make a case for upgrading the weapons when you get the chance (since every rep through would add 20-28 to the damage depending on the number of moves in the combo). Also the higher moves give more of a stun which slows down the incoming damage.
And to take full advantage of this system you have to have mastered the sword. I would be more interested in a system that gives the most advantageous build as players progress through the levels. I have seen posts here where people are stockpiling skill points to get the "ultimate" pirate at the end. Which is great in that you will have all of these cool skills but at that point most of your questing is over so your needs are entirely different (unless this is for PVP).
For example I am now at Level 15 cutlass and just bought the steel cutlass last night.
I have 2 each in Hack, Slash and Cleave and 1 in Flourish (thrust unlocks at 17). I also have 2 each in Sweep and Brawl and 1 in Taunt. For the passive skills I have one in Parry and 3 in Endurance (I don't care to show off as much as just stay out of jail longer). Looking forward the next point will probably go into endurance (the enemies are getting bigger) and after that one for Thrust when it unlocks. Then the last for endurance, one more for parry and one in Bladestorm when it unlocks. For the points received for 21-25, I'm not sure where to put them yet. I might save those in case they add skills...
Also the total points should be 26, not 25 since you start with 2 skills when you get the cutlass.
|