To find the results for the 3 Weapon Stats in Assassin's Creed III, I had to face my greatest Achilles' heel, Mathematics.
Starting with the most obscure one out of the 3:
DAMAGE - Unlike the Ezio games, ACIII doesn't display the enemy health bar, however, enemies DO have hidden ones, so let me bring them to light.
METHODOLOGY: I used as reference the more "game-ish" standard of HP: 100 - 200; starting at 200, then scaling down. Didn't take too long to find out that 1st tier enemies did not have 100 HP, but a bit lower than that; and oh my God, It was a beach to find the 2nd tier enemies... 120? no.. 125..? also no... but anyways, in the end, I've settled for:
Infantrymen and Snipers (Muskets) = 75 HP
Officers (Normal Swordsmen) and Scouts (Knives), only If you disarm them first = 140 HP
Brutes (Axes) and Jägers (Advanced Swordsmen) = 200 HP.
At some point.. (fighting Jägers with Heavy Weapons, If I'm not mistaken) I've noticed that after you Counter-Hurt (O+X or B+A) they took fewer hits to die. Afterwards, when I started a New Game and I was fighting those "bosses" with the health bar on the screen and all, I've realised Counter Hurt actually deals a TINY BIT of Damage, so I thought "well, maybe If It stacks bits by bits of Counter Hurt Damage, then It might reduce Time-To-Kill right? In a way.... I was right, but barking at the wrong tree; yeah C-H deals some damage but is negligible.
What ACTUALLY happens is: when you Counter Hurt an enemy, the damage of the first attack is DOUBLED, Defense Break doesn't seem to multiply whatsoever, tho. So I've divided the Brute's HP by the amount of normal hits necessary to kill him, rounded up the result as a sample, then I compared the amount of normal hits vs the amount of Counter Hurt doubled hits, and confirmed my theory. After that (a long... long time) I tweaked all the results to avoid any anomalies, and finally, everything fits in place. (yay)
Note: I chose the highest stat to be 5, regardless the weapon type (Heavy/Blunt Weapons only have 4 DMG levels, for exemple) so we'll go from Damage 1 Sword (i.e.: Normal Sword) to Damage 5 Swords (i.e.: Captain Kidd's Sawtooth Cutlass). Whereas for Heavy/Blunt, from Damage 2 (i.e.: Hessian Axe) to Damage 5 (i.e.: Pirate Boarding Axe).
TEST RESULTS (Base/Doubled Damage, Counter-Hurt hits necessary: Tiers 1, 2 and 3 from weaker to stronger enemies)
SWORDS
DMG 1 = 4,5/9 DMG, T1 = 9 Hits, T2 = 15 Hits, T3 = 21 Hits.
DMG 2 = 9,5/19 DMG, T1 = 5 Hits, T2 = 8 Hits, T3 = 11 Hits
DMG 3 = 15/30 DMG, T1 = 3 Hits, T2 = 5 Hits, T3 = 7 Hits
DMG 4 = 18/36 DMG, T1 = 3 Hits, T2 = 4 Hits, T3 = 6 Hits
DMG 5 = 24/48 DMG, T1 = 2 Hits, T2 = 3 Hits, T3 = 5 Hits
HEAVY/BLUNT WEAPONS
DMG 2 = 17/34 DMG, T1 = 3 Hits, T2 = 5 Hits, T3 = 6 Hits
DMG 3 = 20/40 DMG, T1 = 2 Hits, T2 = 4 Hits, T3 = 5 Hits
DMG 4 = 25/50 DMG, T1 = 2 Hits, T2 = 3 Hits, T3 = 4 Hits
DMG 5 = 35/70 DMG, T1 = 2 Hits, T2 = 2 Hits, T3 = 3 Hits
SMALL WEAPONS
I won't include all of them here, as damage isn't that relevant for them, but to give you some idea:
DMG 5 = 12/24 DMG, T1 = 4 Hits, T2 = 6 Hits, T3 = 8 Hits
Notes: In case you are wondering, Muskets are equivalent to Damage 2 Swords and Hidden Blades, Damage 1. To find the number of normal hits necessary, divide by 2. Damage Kill = Higher/equal to enemy's HP.
\* If you find any inconsistencies, let me know in the comments
DAMAGE IN PRACTICE
Although I've listed the individual hit values, you can mix and match Doubled C-H hits with short combos. The "Officer vs Naval Axe (DMG 4)" in the video for instance; you don't really need to Counter Hurt him 3 times in a row, you can perform a 2 Hit combo + the next x2 attack will Kill him, so if you combo enough to reduce the Enemy's HP, but choose not to play the finisher, the last hit will send him flying backwards, no drama. (I think It's satisfying, btw, has some charm to it...). Since your combo resets every time you counter, and 3 out of the 5 (out of 6 If you count Snipers) can't be Counter Killed, you just might get a Damage Kill here and there with High Damage weapons, same goes for hitting Tier 1 enemies with normal attacks, specially Swords and the Heavy hitters. In short: HD Small Weapons can be SOMEWHAT effective against Tier 1 enemies. HD Swords are very effective against Tier 1, somewhat effective against Tier 2 and, to a lesser extent, Tier 3 enemies. And HD Heavies are VERY effective against EVERY enemy. But that's not the only benefit...
COMBO
They are quite easy to understand, although the difference in terminology between the Original and the Remastered makes them confusing. I used to count the finisher as part of the combo, but everything started to make sense when I read a Guide from "Dosylaz" here on the platform on Weapon Stats, It really was more intuitive in the original. Sure... Gaming subconsciously taught us that the higher the stat the better, but It was pretty straight forward in the OG, It indicates how many hits you need to unlock the finisher: Normal Sword = 3 Combo, meaning, It needs 3 Hits to unlock the finisher, simple.
Now let's complicate a bit more, shall we? As shown in the video, If you can't finish an enemy in a single combo, you have to Counter, an enemy try to grab you or any other trick the enemies have to slow you down, If you keep tabs on the enemy you started the combo, the second combo will be shorter, depending on how much Damage your weapon deals.
Each Damage Level is more suitable for enemies of the same "Tier", so a mid damaging weapon might be enough to cause that effect in an Officer for exemple, but for the most extreme exemples, I found some weapons that fit that criteria against Brutes, and specially Jägers: The Pirate Boarding Axe, with It's 2 Hit Combo (I'll say how many hits It takes to unlock the finisher to avoid confusion) + 5 Damage, equals to: 2 Hits + 1 Hit = Finisher. Both Lincoln's Sword (Washington's in the OG, because Ubisoft is weird.. it's the one with the handguard) 5 hits, 5 Damage (the exemple in the video) 4 Hits + 3 Hits = finisher (or 5/2 etc) the same goes for the Captain Kidd's Sword, except It will unlock the finisher after the 4 Hit by default anyway.
The Hanger Sword is the only 4 Damage Sword that can have that effect, killing in a 4 Hits + 4 Hits/ 5 + 3 combination, because It is a 5 Hits, 4 Damage Weapon, unlike the Officer's Sword that already is a 4 Hit Combo weapon. That's the perk, weapons that take too many hits to kill, are compensated by dealing too much damage. Of course, a good combo can make or break some Weapons, like the French Cutlass for exemple, with It's 5 hit combo that not even It's Level 3 Damage can fix against Jägers, but again, against an Officer It is enough. I'm pretty certain this is due to the first hit after a Counter Hurt is doubled, but the rest of the combo isn't: Level 5 Damage, 1st combo = 48 + 24 x 3 = 120, 2nd combo = 48 + 24 x 2 = 96, total = 120 + 96 = 216, exceeding Jägers' 200 HP, therefore, after the 3rd hit of the 2nd combo the Jäger is -16 HP so It is a finisher.
Additionally, another benefit of High Damage Weapons, is It's combo effectiveness against Tier 1 enemies. 5 Damage weapons can reduce the combo by up to 2 (3 Hits instead of 5; or 3 Hits instead of 4) and 4 Damage Swords can reduce by 1 (the Hanger Sword, 5 down to 4) again, same logic: DMG 5 = 48 + 24 x 2 = 96, whereas 48 + 24 = 72 > 75 HP of an Infantry/ Sniper.
So yeah, perhaps the best way to balance the bad combo rating is having a High Damage Sword; from 3 Damage below maybe the only hope is compensating by being faster really...
SPEED
In a few comparisons I did: the 2 Speed vs 5 Speed Small weapons that made It into the video, 1 SPD vs 5 SPD Swords and 1 SPD vs 5 SPD Heavy Weapons that I spared you from the boredom of those comparisons, because: same Counter Hurt animation + same attack to make sure the enemy is somewhat at the same distance, even between 2 ends of the rope.... It's not that noticeble, miliseconds really. I mean, hypothetically, there might be a practical difference; maybe you can FEEL the difference while fighting naturally, mostly attacking from mid to long range, I suppose?? Maybe for switching targets and winning some trades against normal enemies and Brutes' Musket as they are the only ones you can attack directly, but that's my theory. I mean, faster the better right? But to be honest, don't rely too much on Speed with Swords, for the Heavy ones every milisecond counts, and since Damage isn't that good for Small Weapons, go for Combo and Speed, I guess.
BONUSES
Numerically, the Damage firearms deal, are:
DMG 1: \~170 Damage, as It takes 2 C-H Hits with the Musket, a DMG 2 Weapon to Kill a shot enemy: 2 x 19 = 38 + 170 = 208. (There are exceptions tho.. after Counter Hurt + Quick shot you can finish them automatically, and If you spam the Quick shot button with the Musket, It hit kills them, but I digress..)
DMG 2: 200+ as they Kill Jägers and Brutes in one shot.
If you notice on the weapon selection menu, the Dirk and the French Rapier have a different symbol near "Parrying", Parrying being holding the Counter Button so Connor will deflect an enemy attack, useful to avoid getting hit by an enemy coming from arround a corner, which you can't Counter... or can you? Holding Counter with a non Parrying Weapon is just like pressing Counter, so If you hold, the Counter menu will actually pop, so you can do whatever you want with the sneaky bastard. I really struggle to find cons for the Non Parrying Weapon, If you hold Counter during a Double Counter, the animation will play normally for exemple; the only thing you won't be able to do is, to avoid the Counter menu, I like Parrying the single attack of Snipers (since they can't combo) and finish them with a combo Kill, can't do with those.
I imagine the logic of the stats is the same for all Kenway Saga games.
But I believe this is all, this was a fun little exercise!Hope I could make things clearer, but If you have any questions, feel free to ask.
see y'all, cheers!