You know, I'm rather disappointed with the gear sword.
Despite having amazing stats on paper, almost everything resists cut damage (I'm talking about only taking 1/4 damage, which isn't even useful for finishing things off), and there isn't consistency for what it's good against.
Stats: Uses the "cane" weapon slot
-- Regular hit = 2 x 15-20 cut damage
-- Critical hit = 3 x 20-30 cut damage + 3 rounds of "penetrated" which does 5 piercing damage per turn.
I see it as a technomite slaying sword because they are usually not resistant at all (full damage), and the multiple hits are good against upgraded technomites because they dodge a lot. (And almost all technomites resist fire and cold damage.) However, I'm annoyed because the technomites in the fogstone depths and grease pits are exceptions, fully resisting (only 1/4 damage from the sword). I almost think it was a typo in the coding, with the depths technomite (1/4 damage) somehow mixed up with the roto driller (full damage).
- This "damaging the healers" extends to doing full damage to Caretakers, but the multiple hits are actually a bad thing against goats.
- It's also good against some early pacifiers...but if you have the sword, early pacifiers are already no longer a problem.
- The sword is completely useless in the slurries, but that's not a problem because you should have the fire stick equipped to defend yourself against ice anyway.
- There might be a few enemies with 20 armor that take full damage...but considering almost all the damage is absorbed by the armor before calculating resistance, you shouldn't use the sword against anything with lots of armor anyway.
So in summary: I'm going to stick to my usual strategy of water rifle + tesla hammer, and only use the gear sword if I'm down to just the technomite (which I usually save for last) AND I'm fighting solo.