
Weapon system rework
About This Mod
Each weapon type has unique basic characteristics. Mod changes ONLY the baseline characteristics. So if your legendary 2H ax has an additional 10% chance of a critical hit, it will be 10% + 20% = 30%
Sword_1h
damages_100% //default_1h
critical damage_150% //default_1h
weapons range_125 //default_1h
evasion from chance_5%
damage range_medium
Attack
range_125cm
Sword_2h
damages_100% //default_2h
critical damage_150% //default_2h
range_155 weapons //default_2h
cutting punch percentage_30%
angle_90 degree punch
chance_5% deviation
damage range_medium
range_155cm
Axe_1h damages_90%
critical
damage damage_170%
Critical Damage chance_20%
damage range_120 weapons range_low
range_120cm attacks
Axe_2h
damages_90%
Critical damage_170%
critical damage chance_20% damage range_low range_150
weapons range_150cm
Mace_1h damages_110% Critical Damage damage_110% range_115 Weapons
Damage range_high
range_115cm
Mace_2h attacks
damages_110%
critical damage damage_110%
range_145
weapons range_high range_145cm
attacks
Dagger
damages_90% //-10% of vanilla
Critical Damage damage_150%
critical
damage chance_30%
weapon damage range_80 range_low
range_80cm attacks
Kopye
damages_100% //vanilla *lower than
Swords_2h critical damage damage_150%
from weapons range_250
punching punch percentage_100%
angle_30 degree punch
accuracy_+5
damage range_low range_250cm
Allium
damages_90
%
Critical damage_150%
range_1300
dodge weapon chance_5%<B60> damage range_medium
range_1300cm attacks
crossbow
damages_100%
Critical Damage damage_150%
weapons range_1300
accuracy_+5
damage range_low
attacks range_ 1300cm
Wand
nochange
Staff
nochange
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