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Jacket (Joining)
#5
Looking much better, just got a few more alterations and you'll be good to go!


Baseball Bat - I would remove the specific swing time and change it to something along the lines of "this weapon can be swung moderately fast". The swing time is a bit difficult to parse through. I would also remove the bit about the downward execution swing, unless you want to add it as another function of the move (which would cost another 300 OM). If you do wish to add it as another function of the move I would add some kind of charge time to it, rather than an execution effect.

Jacket's Piece - I would change the RPM to a measurement of the time it takes to empty a single clip, makes it easier to read. I would also tone back the firerate, I know guns in real life can spit lead at such incredible rates, but for the sake of balance this should be nerfed. The choice between semi-auto/full auto is fine, but it'll add 300 OM to the cost because it is a variability, trading fire rate for accuracy.

Claw Hammer - Similiar to the Wooden Bat, I would also add the total length to the description. Being able to throw it would add an extra 300 OM due to the variability.

Molotov Cocktail - I'd bump the lingering effect area down by about 5 m, the lingering effect will be relatively minor and won't cling to people unless you add debuff proficiency. I would also reword the last bit to something like this "The molotov's initial impact area engulfs a 5 m in flame, fire then spreads outwards up to 10m." Also how long does the fire last before it dissipates?

Winchester M1887 - Similiar to Jacket's Piece I would remove the RPM and just say this is a single shot weapon and describe how long it takes to ready the next shot (including the lever action). How large is the cone of effect? I'd also get rid of the 5 shot limit and add a different drawback. (Only able to fire stationary, slow reload time, slight knockback on the wielder when fired, etc. etc.)



Another thing to keep in mind is that the damage your weapons deal is a factor of your ATK. So a super fast firing weapon without an obscenely high ATK stat will do fairly low amounts of damage, unless it has a large drawback.
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