Melee Damage Scaling
This replaces the previous MR: !333 (closed)
Stats boosting weapon damage go through correct scaling (in Combat:combatDamage) when calculating weapon damage.
Weapon damage range is applied before armor and deflection effects rather than after. The main gameplay effects are:
A nerf (statistically) to armor values (~10-15%, depending on the weapon).
Provides a much "smoother" transition from high armor targets being invulnerable to taking full damage.
Makes the damage range of a weapon a significant consideration for the player as a means to overcome high armor values in some NPC's.
Added/clarified combat messages produced by Combat:attackTargetWith function.
Renamed "Reshape Armor/Weapon" to "Form and Function" and slightly buffed it's weapon damage bonus. This bonus is added to weapon damage in Combat:combatDamage to prevent it from bypassing scaling functions.
Merge request reports
Activity
Added 299 commits:
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0448e7e7...4f28b81a - 298 commits from branch
tome:master
- 6e7a3d3e - Merge branch 'master' into MeleeDamageScaling
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0448e7e7...4f28b81a - 298 commits from branch
mentioned in commit 7a7b2f9b