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Polearm weapon balance (Part 6 of melee weapon balance project) #39654

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Brian-Otten
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Summary

SUMMARY: Balance "Rebalances Polearm weapons"

Purpose of change

Mlangsdorf has been doing some deep analysis of the melee weapons and both analysis of dps of weapons and evaluating their strength ingame, and started a large "melee weapon balance" project. His analysis and his proposed values can be found here:
https://docs.google.com/spreadsheets/d/14eQIe4AO_f6OxCt1XcB4NLAs6-5R1wQW-ydZG0orYdY/edit#gid=1655515751
He wanted someone to start implementing the new values ingame, so i started work.

Describe the solution

Rebalances Polearm weapons according to excel sheet.

Additional context

Polearms are receiving a large buff to damage here, but they are also receiving the "polearm" flag. Mlangsdorf has a PR going through tests that will lower polearm weapon damage when not making reach attacks, making it important to keep your enemies at standoff distance with these weapons.

Credit to Mlangsdorf for the excellent analysis and for most of the proposed values.
Credit to vastin for review of the excel sheet.
Credit to hymore24/hirmuolio for the initial complaint.

@Brian-Otten Brian-Otten changed the title Polearm weapon balance (Part 5 of melee weapon balance project) Polearm weapon balance (Part 6 of melee weapon balance project) Apr 18, 2020
@mlangsdorf mlangsdorf added Game: Balance Balancing of (existing) in-game features. Melee Melee weapons, tactics, techniques, reach attack labels Apr 18, 2020
@SirPendrak
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Again, maybe piercing/stabbing damage type to lucrene hammer? It might be important if there are some changes to armor versus different damage types on the way like chainmail differently affecting stabs and cuts and bullets.

@Brian-Otten
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Likewise, lucerne seemed to have stabbing damage when i loaded up the PR for a quick test.

@kevingranade kevingranade merged commit a570ba9 into CleverRaven:master Apr 24, 2020
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4 participants