However, balance wise its off because as it stands now, every hit with the weapon causes a knockback, essentially making you invincible against that one enemy. And if you can keep hitting all of the enemies in the area before they get up, then you're solid.
So, I would like some help in figuring out how to limit the knockback so that it only happens every so often and most importantly doesn't happen against enemies that reasonably shouldn't be able to be knocked about so easily (which I haven't actually tested, but a safeguard against it either way would be preferable if its not already present in the effect itself). I know that it should be possible, because IIRC Mehrunes Razor works on a similar principle with its instant kill effect.
(and it should be good to note that I have zero experience with this sort of thing (i'm good at texturing items and doing the basics of adding them to the world. Beyond that, I'm clueless) so some step-by-step would be best in explaining it to me)
And just as a side note if anyone could give me an idea as to how balanced the weapon is (disregarding knockback, which as this topic implies I'm working on balancing) that'd be wonderful. Stats are:
Weight - 20
Reach - 1
Speed - 0.85
Damage - 25 (probably a bit high. It is supposed to be a powerful artifact though)
Crit Damge - 10
Crit Mult - 1
Stagger - 1.3
Its enchantment is 25 shock damage. At this point though I wonder what would be ideal enchantment values. I currently have it set so that the weapon basically never runs out of charges (mostly for testing) but obviously thats not good for balance, but then again I don't want the weapon to be something that just dies all of a sudden either. I want it to be something that could work its way through an army of giants and still be ready for some more.

