Dual Armory Thesis
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One Flow · two verbs: Melee Drive (Melee Drive) and Precision Fire (guns) share one Kinetic Flow → Singularity; equal kill credit — see 1b + Combat Mechanics & TTK.
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FPS guns — Adaptive/Aggressive/Precision/Rapid-Fire/Lightweight/High-Impact frames.
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Gun families (firearms only): Auto/Pulse/Scout/HC/SMG/Sidearm, Shotgun/Sniper/Fusion/Linear/Trace, GL/Rocket/MG/Bow/Crossbow (1H + 2H), plus Heavy Guns (2-Handed).
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Aim Assist & gunfeel programming (vol. 02 / 05): Range, Accuracy/Bloom, Aim Assist (Rotation, Strafing, Magnetism, Stickiness), Recoil, Stability, Barrel Jump/Sway — one baseline for all modes; affixes can modify where gear is allowed.
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Augmented/Rare modular weapon parts dial those frame base stats within Receiver bands (default Barrel→Recoil/Impact/Jump, Mag→Size/Reload, Stock→Stability/Sway/Kickback, Grip→Equip/Airborne/Slide; Receiver specialty sockets replace the Auto five where listed — Rocket Tube/Warhead, Bow/Crossbow Limbs/String/Quiver, etc.; melee Head→Damage/AR + Strike Impact feel, Guard→Block + clash settle, Haft→WSM + Inertia Drop, Pommel→Balance + Recovery Kick, Core→Channel + spool-up; each socket ships V1–V5 meshes — MeleeFeel effects TBA) — never Aim Assist / FOV / camera baseline (vol. 04 / 05 / 06).
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Melee — blades, axes, mauls, polearms, spears & lances, heavy spears (Thrust/Breach), dirks, staves, scepters, glaives, dual blade (2H double-edge), Wrist Razors/Claws (Wrist slot only) (vol. 06 / master list; Staves universal — not Order-locked). Split 1H / 2H; all 1H dual-wieldable (hotkeys 1–7; Hold 2 / Hold 4 cycles; 6/7 hybrids).
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Blades, glaives, and dual blades are not on the gun roster.
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Paper doll (15): Weapon 1–4 (guns/melee), Wrist Melee, Physical Shield, Helm, Chest, Gloves, Belt, Boots, Energy Shield (Barrier), Ring 1, Ring 2, Amulet.
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Five corps (vol. 09): C1 Halo-set, C2 Mass Effect human, C3 Doom, C4 Starship Troopers MI, C5 Starfield full armored suit — shared frames; five visual corp finishes (C1–C5) plus five named Refit variants (V1–V5; melee effects TBA) per modular part.
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Shared salvage treadmill; shared resist Hell pressure.








Pairing with Melee (Updated)
Section titled “Pairing with Melee (Updated)”- Aggressive Shotgun + Cleaving Axe — commit delete.
- Lightweight SMG + Dirks/Claws — skirmish.
- Precision Scout + Defensive Tentacles + high resists — lane fortress.
- Rapid-Fire Auto + Offensive Tentacle mirror — density melt.
- Hand Cannon + Combat Blade — duel fantasy.
- Heavy Gun (2-Handed) + defensive tentacles — braced lane hold before melee collapse.
- All pairings use the same input-driven FPP↔TPP engine (vol. 02).