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Weapon damage

Chris Davidson requested to merge Shibari/t-engine4:WeaponDamage into master

This changes the default weapon masteries to have no physical power at all, moderately increases the scaling of the % damage part, and adds a flat 20 bonus physical power to all weapon damage calculations. This is done on top of the former weapon scaling change, as that is a bugfix we should keep it and do any other number changes on top of it not instead of it.

No matter how you change things to account for the loss of the physical power you wind up impacting different weapons and levels of scaling very differently. My goal is to keep the low end scaling relatively similar as priority. The reason for the flat +30 physical power is that since physical power is tiered the loss of the flat +65 physical power hits non-strength builds harder. The reason for the weapon damage % increase is high end NPC scaling is almost purely based off artificially inflating talent levels, and without the physical power component highly scaled NPCs wind up losing hundreds of base damage. Final damage is then reduced by 10%.

The current weapon numbers are not tightly balanced so we have a lot of leeway to play with this, but were still changing things a lot, so this should be carefully considered and tested. This also adds a third damage entry to the character sheet so you can see the damage before any changes at all and the damage with just Hachem_Muche's rescaling change. These are now shown even outside of debug mode so future beta testers can see them and point things out.

Notable consequences/things to keep an eye on:

  • Low end weapon damage is increased quite a bit. Compared to how frontloaded non-weapon stuff is I think this is ok, but gains of ~5 in the early levels are common.

  • The high end of player weapon damage is nerfed slightly to moderately (up to ~10-16) in most cases. This is fine, especially since at the high end the non-strength builds start filling in that stat more.

  • Physical power used for things other than weapon damage is dramatically nerfed. This isn't common, but were going to want to adjust these case by case. Fortunately this tends to correspond to strength first builds which are not hit as hard by the changes.

  • Very high end (late game Insane/Madnessish) NPC scaling is nerfed hard. The reversion of the hacky high armor randart values is not enough to offset this. It still outscales everything else, of course. High end NPC scaling is lacking in general so this is best looked at in a separate change.

  • Non-strength weapons get hit harder by this change generally

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