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- Realistic weapons and armor

Realistic weapons and armor
About This Mod
Weapons will be reduced to "realistic" damage, strength and weight values, scaling armor and providing a more realistic combat experience. As a "continuation" and in the spirit of my previous KCD fashion, it is a radical reworking of all values of weapon damage, weapon weight and its durability, scaling to 100 KCD2 life units and increasing the effectiveness of armor. KCD2 armor values are almost twice as high as KCD, so they remain unchanged, but metal armor may be replaced in the future. In addition, face-down helmets do not protect the face, and head shots, which usually deal 1.5x damage, are reduced to 4x damage to take into account weapon reduction and realism. All melee damage values are for Level 3 or Level 4 smiths, so there should be no high damage values. Some types of damage, such as oblique strike, cutting, and stabbing, are not specific to any weapon but are applied depending on the visual appearance of the weapon. For example, melee weapons with curved edges or wide blades tend to deal oblique damage rather than piercing. Sharp clubs and hammers with tight points of contact now deal minor or moderate tearing or piercing (Slash or Stab) damage. A weapon of the same model will have the same or similar meanings, regardless of the name. All damage values from arrows and bolts are no longer just blade damage and depend on the purpose of the projectile. For example, oblique damage is added to hunting and piercing shells, and shot damage is added to piercing shells. Values for crossbows and bows remained unchanged. However, the damage scaled from the projectiles so that the total damage is the same and only the crossbow with the capsule exceeds the most powerful bow. The number of firearms has not changed, but the damage from shells is now mainly caused by blows rather than shots, and metal armor now more effectively reflects shots from firearms. Despite these changes, small arms often strike lightly or moderately armored opponents who lack adequate breast protection. The weight of the weapon is determined as the median value (in pounds) based on museum specimens, compared to approximately the equivalent model in the game and calculated from this. The strength of the weapon is determined by the strength of the weapon/blade and the strengthening of the handle. Unsecured arms of clubs, axes and gears can break after a long fight. The damage scale of this fashion recommends using six-poles as the main weapon, and swords, axes and clubs as secondary weapons. Brief explanation of the relationship between damage type and protection: Penetrating damage is Penetrating damage. Plate armor is resistant to it, postal and composite armor have moderate protection, and fabric armor is vulnerable to it. Cutting damage is amputation damage. Metal and composite armor is resistant to it, and fabric armor is weak. Impact damage is blunt force damage. Fabric armor is "strongest", and metal and composite armor - weak.
Examples of melee weapons Level 4 Numeric Armory Sword Damage Range 50-60 Piercing, piercing, and piercing damage less this Name Damage Modifier Type Health in pounds per cent of attack Military Sword: Attack='50' AttackModStab='1' AttackModSlash='1' AttackModSmash='0.1' MaxStatus='100' Weight='2.5' Broadsword: Attack='56' AttackModStab='1' AttackModSlash='1' AttackModSmash='0.1' MaxStatus='150' Weight='2.6' Night Sword: Attack='60' AttackModStab='0.75' AttackModSlash='1' AttackModSmash='0.175' MaxStatus='200' Weight='3'" Hunting Sword damage range is 50-60 for Slash and less for Stab and Smash. Hunting Sword Attack="50" AttackModStab="0.5" AttackModSlash="1" AttackModSmash="0.15" MaxStatus="50" "Weight="2.2" Shell Sword: Attack="57" AttackModStab="0. 75" AttackModSlash="1" AttackModSmash="0.125" MaxStatus="125" Weight="2.1" Damage range for Sabre and Falchion 60-65 for Slash and less. Ataman's Sword: Attack="65" AttackModStab="0.75" AttackModSlash="1" AttackModSmash="0.1" MaxStatus="150" Weight="2.5" Falchion: Attack="60" AttackModStab="0.5" AttackModSlash="1" AttackModSmash="0. 275"MaxStatus="200"Weight="3"70-80 longsword damage range for slash, smaller for piercing and cutting (longsword Common Elsword: Attack="70"AttackModStab="1"AttackModSlash="1"AttackModSmash="0. 2"MaxStatus="125"Weight="3.3"Battle Lsword: Attack="78"AttackModStab="1"AttackModSlash="1"AttackModSmash="0.2"MaxStatus="125"Weight="3. 3"Battle Lsword. Attack=""78 AttackModStab=""0.85 AttackModSlash=""1 AttackModSmash=""0.275 MaxStatus=""175 Weight=" 3.7 Duel Sword: Attack=" 80 AttackModStab=" 1 AttackModSlash=" 1 AttackModSmash=" 0.2 MaxStatus=" 125 Weight="" 3.2" Lazig Sword: Attack="85" AttackModStab="1" AttackModSlash="1" AttackModSmash="0.175" MaxStatus="125" Weight="3" Attack="95" AttackModStab="1" AttackModSlash="1" AttackModSmash="0. 175"MaxStatus="125"Weight="3' Slash damage 40-50, Stab and Smash damage is low. Carpenter's Ax Attack="43" AttackModSub="0.1" AttackModSlash="1" AttackModSmash="0.55" MaxStatus="50" Weight="2. 5" Bearded Ax: Attack="46" AttackModStab="0.1" AttackModSlash="1" AttackModSmash="0.55" MaxStatus="65" Weight="2.2" Kooman Axe: Attack="45" AttackModStab="0.1" AttackModSlash="1" AttackModSmash="0.85" MaxStatus="85" Weight="2.2" Night Axe: Attack="50" AttackModStab="0.5" AttackModSlash="1" AttackModSmash="0.5" MaxStatus="100" Weight="3" The damage range of the mace, hammer and pickaxe 50-65 Smash includes fewer blades and oblique impacts. Light Mace Attack="53" AttackModSub="0" AttackModSlash="0.15" AttackModSmash="1" MaxStatus="50" Weight="1.7" Raven Beak Attack="60" AttackModStab=0.85 AttackModSlash=0.175 AttackModSmash=1 MaxStatus=75 Weight=1.8 Mace Dagger: Attack=50 AttackModStab=0.85 AttackModSlash="0.15" AttackModSmash="1" MaxStatus="95" Weight="1.8" Heavy Mace: Attack='65' AttackModStab='0' AttackModSlash='0.175' AttackModSmash='1' MaxStatus='150' Weight='4' Weapon Damage Type 50-100 Piercing, Cutting or Breaking. Billhook Attack='95' AttackModStab='1' AttackModSlash='0.25' AttackModSmash='0.25' MaxStatus='65' Weight='2.5' Bardiche: Attack='90' AttackModStab='0.5' AttackModSlash='1' AttackModSmash='0.65' MaxStatus='65' Weight='4' Grave: Attack="85" AttackModStab="0.5" AttackModSlash="0.5" AttackModSmash="65" MaxStatus="3.5" Weight: Poleaxe="95" Attack="0. 75"AttackModStab="1"AttackModSlash="0.75"AttackModSmash="85"MaxStatus="4.5" Example projectile Damage of arrows varies from 75 to 100, with a smaller number of Weight and Slash Smash. Normal Arrow AttackStab='75' AttackSlash='0' AttackSmash='0' PowerMode='1' Improved Slash Arrow: AttackStab='75' AttackSlash='25' AttackSmash='0' PowerMode='1' Pierce Arrow: AttackStab='75' AttackSlash='25' AttackSmash='0' PowerMode='1': AttackStab='75', AttackSlash='0', AttackSmash='25' PowerMod='1': Bolt damage range 50-75. Common Bolt AttackStab='50' AttackSlash='0' AttackSmash='0' AttackSmash='0' PowerMod='1' Enh Cut Bolt: AttackStab='50' AttackSlash='25' AttackSmash='0' PowerMod='1' Enh Pierce Bolt: AttackStab='50' AttackSlash=0' AttackSmash='25' PowerMod='1' 1" Enh Pierce Bolt: AttackStab="50", AttackSlash="0", AttackSmash="25", PowerMod="1"Projectile Damage Range: 100 Stab, 25-50 Extra Smash. Bullet Cannon: AttackStab='100' AttackSlash='0' AttackSmash='50' PowerMod='1' Scattershot: AttackStab='100' AttackSlash='0' AttackSmash='25' PowerMod='1' — The values given do not reflect the scaling of damage to skills and stats. - Any amendments and suggestions regarding damage, realism, preferences, etc. are welcome. COMPATIBILITY: The mod table is PTF, so mods that do not change the damage of weapons, faces or body parts should be compatible.
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