
Which all correspondent to the pointer you got. You should be able to find a lot of useful stuff in the list you see now. Change the structure size to something big, add a few 0's. Then go to memory view > tools > dissect data/structures and paste the address into the text box you should see now. When the offsets change, pick the offset before it, right click the address next to it and copy the address. You should see that the pointer for cursor icon ID and player stuff related things might have the same offsets at the beginning. Repeat as you have done with the Cursor Icon ID.

Then I'd suggest you look for player data, health, position, etc. They should work until the next big update. Repeat steps until you are left with a few pointers. You can use interaction, blocked areas, interchange sections, pickup, attacking and stuff like that for it. To find the cursor ID, I suggest you attach Cheat Engine to the Game and check for some changed value whenever you move your cursor (so it shows another icon). And started some loop that checks for my stats (health, MP, cool down.) to effectively attack the enemy and run when you are out of mana and or health. Then moved the cursor through memory over the whole map (or rather around the player), and when the Sword Icon appeared, send an enter. Therefore a weapon with 0.5x swing speed would take close to 1 second to swing, and a weapon with 1.0x would take close to 0.5 seconds to swing.When I made some small Bot on top of that base, I used the Cursor Icon ID. Your attack's speed in seconds is approximately half the inverse of its Swing Speed stat (The higher the stat, the quicker the attack). Weapons with two scaling factors (some Legendary weapons) will have the same formula, but the "+" part is repeated, using the other attribute and scaling.ĭamage = BaseDmg + AttributeLevel1((BaseDmg / 1000) ⋅ Scaling1)) + AttributeLevel2((BaseDmg / 1000) ⋅ Scaling2))ĭamage calculator for non-legendary weaponsĭamage calculator for penetration, armor and natural armor Players can use this formula to figure out their complete damage.ĭamage = BaseDmg + AttributeLevel((BaseDmg / 1000) ⋅ Scaling) (For example offhand guns have their damage reduced if you are using them with anything else but a gun in your mainhand, and they will match the swingspeed of the main weapon) They add additional offensive tools to your arsenal, and can offer greater combat versatility at the sacrifice of power and speed of both weapons. Weapon offhands are weapons that can be wielded at the same time along with your mainhand weapon as long as you are one handing them. Swords are weapons with a long metal blade and a hilt with a handguard used for striking opponents or creatures. Stats which remain white are the same as the non alloyed version. Alloyed Weapon/Alloyed Stats: Weapons stat from the alloyed version.End Lag: How long you linger after attacking.Swing Speed: How fast your weapon can strike per M1.Weight: How much posture damage is dealt when hitting an opponent who's blocking.Scaling: Additional damage determined by your selected Attribute is being scaled by.Chip Damage: Damage that bypass block (Does not bypass parries and perfect rolls).Determines how much of your attacks ignore armor. Damage: How much harm a weapon inflicts onto the opponent.Requirements: How much of the attribute(s) you need to wield that weapon.Deal increased posture damage with hits.Deal reduced posture damage with parries.Can use offhand weapons, like shields or guns.Deal increased posture damage with parries.


All Light Weapons are locked to One Handed stance.Changing your stance will change the way you hold your weapon. Certain weapons can also scale off of a player's Attunement. Weapons can also come with an enchant or a curse, which increase damage your stats will contribute. However this may prove a tiresome task considering how rare a favorable weapon can be. It is best to obtain the max possible stars for the weapon you want in order to maximize effectiveness. When obtaining a weapon, it may come with 1-3 stars on it, which adds +2% extra damage per star, +5% extra armor penetration per star, or +4% weight (posture damage) per star. The max Weapon stat you can get is 75, but you may increase it to 100 by completing a this quest.

Your Weapon Stat increases weapon damage.
#Warspear online wiki manual#
Once you have enough EXP, you may use a Weapon Manual in order to allocate your investment points to your Weapon Stat. Training your Weapon stat requires you to hit/parry with your weapon. Weapons can be bought from shops or obtained from chests. Tools constructed with the intent to harm others, polished to be efficient killing devices.
