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However, technically you can still fuse it into another staff, but it might be a bit weird.
That... that is definitely a bit odd. I have noticed that it doesn't always work well with unique weapons, which the Protectorate Broadsword is one of. It works 90%+ of the time in my experience, but, thanks to different mod lists and all, results may vary.
Generally, yes. There's some weird edge cases, but the DPS is usually determined by the level of the weapon, and it keeps the higher stats associated with whichever is a higher level. Long story short, it doesn't *explicitly* keep the DPS as far as I can tell, but it does keep all the stuff that makes that DPS and therefore has the same DPS, yeah.
lastly it would be great if you added in a damage combining mechanic?
for example: if i get a pistol that looks great but it only does 1 damage and i have another pistol that does 1.5 but isnt overly appealing to the eye, i want to be able to make a good looking pistol with higher damage same as broadswords spears etc. (mostly limited to weapons with atk under 10 to keep it from becoming too op, also helpful for early game)
it seems i am unable to merge Quarterstaves from Vanilla with Quarterstaves from FU.
all other weapon types seem to work?
also: Attempting o merge the Pyrite Lance with an Irridum spear (only taking over the Rocket spear ability) seems to turn the result into "Generic item"??
i just want a decent weapon with "Rocket spear"
my one wish, denied... ah
also. when you want to keep a "counts as X set bonus" keeping the "Visual" of desired weapon works.
Primary attack has had s far no changes on anything (i assume only changes Guns and Staffs/Wand attacks)
The ability to pick which weapon has primary Damage per shot/swing + Rate of Fire?
Not separately of course as that would be op, but I've lost the good damage from a few weapons.. it doesn't seem to prioritise the damage from either side, it seems to pick at random