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Weapon may hit twice
Second hit is a minicrit
-20% damage penalty
-35% slower firing speed
+20% Range
Chance to hit twice
Mini crit every other hit
-20% damage
-35% slower firing speed
-20% weapon draw
+10 Knockback
-20 Draw Speed
-10 Firing Speed
Miss, hit yourself with the wip (10 Damage), idiot!
The problem is no one really likes getting stunned. and fighting against a stunning weapon is really horrible. especialy a chance % one, that doesn't requiere a charge like the sandman or to be well positioned like the holiday punch.
I think that the stats should take advantage of it's longer range, and make it possibly the longest range melee weapon in the game. as well as knockback to keep your enemies far away from you. It'll work like a great counter to demoknights, or even the definitive weapon for DeGrout Keep mode on sniper. but for that it needs a couple downsides, like lowering the damage and no random crits and none of that double hitting bs.
Since it has really good range and a knock back, this can be a great combo weapon for something like a huntsman and a jarrate. So I added holstering speed, but notice no draw speed or straight up weapon changing speed. I don't want this weapon to become a panic mode airblast, but a weapon that rewards planing ahead.
Speaking a little bit of "meta" I have in mind, you could whip, knock back, swap to another weapon. If the enemy is behind a door/corridor the added CC can really help you in a pinch and get a distance. It would be a great weapon because it can reward you for learning how to not only land hits with it's huge melee range, but also how to knock enemies to where you want them to go.
+100% Range
+ Knockback
+ Holstering speed
-20% Damage
No random crits
Miss hits yourself.
I don't put slowering firing speed because, have any of you seen a whip? Fun fact, the crackling sound a whip makes is the tip of the whip breaking the sound barrior and making a small sonic boom. I also don't put the chance to hit twice because I feel it doesn't fit in with what a whip is.
+50% range
-This weapon deploys 20% slower and holsters 20% slower
-66% firing speed
-Attacking enemies will pull them closer
Level --- Whip
+25% weapon range
+Damage from all weapons builds up "KRAK!" meter. Once meter is full and weapon is deployed, gain a additional 60% range. Critical Hits allow this weapon to strike twice.
-50% damage penalty
-20% attack speed
-Miss: Hit yourself, idiot.
-20% damage penalty