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Regarding the Weapon Spawning Randomization, it appears that it is on a per slot basis. So as long as you define the hip or back slot, they calcucate separately. Useful for randomizing both slots.
Having 4 weapons in order from 30,30,30,100 chance has results in the last one spawning often and all NPCs with something in that slot. So it seems like more than a 10% chance for that weapon, rather that the game is using it as a fallback to 100% fill that slot if the first 3 aren't selected.
Though, it matters very little in the long run. Because the characters with a "bonus" also slow their exp growth much faster, since the higher level you are the less exp you gain. While the "penalty" characters don't slow their rate as quickly, because they gain less exp. This results bonus and penalty characters having a very similar exp rate over all, and they will be almost the same level given the same amount of training and time. Usually a difference of a level or two at most, except in the early levels.
I don't have any hard data on animation speeds, but here's a rundown on the combat techniques.
There are 5 different attacks in the game.
Cut left - A quick strike to the left
Cut left static - Same as before, but doesn't gain ground. Slightly slower I believe.
Downward combo - A very quick strike to the left and then from above. Less damage per strike, but hard to block. Rare to see a character block both.
Heavy downcut v2 - A somewhat slow overhead attack from above. Highest range of any animation though.
Heavy swing - A slow swing to the right, lots of aoe though.
Every weapon type has some selection of these attacks.
Blunt:
Heavy downcut v2
Heavy swing
Hackers:
Heavy downcut v2
Heavy swing
Heavy weapons:
Heavy downcut v2
Heavy swing
Katanas:
Heavy downcut v2
Cut left
Cut left static
Downward combo
Polearms:
Cut left
Heavy downcut v2
Heavy swing
Sabres:
Cut left
Heavy downcut v2