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Melee Damage Scaling

Hachem_Muche requested to merge Hachem_Muche/t-engine4:MeleeDamageScaling into master

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.

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