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Unplayable because (and this is guesswork, so I never dug around in the mods code), it still seems to use the pre-existing armor values for it's damage reductions. So this mod then adding a x165% multiplier to it could throw that completely out of whack.
I'm always ready to help my buds
This mod (and any others that change enemy stats) only takes effect when a new act is loaded (Fort Joy, Reaper's Coast, etc.), so it CAN work on an existing save, but it won't change anything until you move on to the next area.
Though to make a buff to piercing damage like that would fall under where I made this comment in the mod description:
"And even if/when my modding skills improve, it will likely be made part of a new mod instead. So as I don't suddenly add new features to peoples current playthroughs that they did not consent to".
Granted, my skills really haven't improved. Shortly after finishing maintenance on this mod (as no bugs ever arose) the Mod tool started acting strangely and no longer recognising or accepting files.
But for me to make a tweak like that would basically be adding an extra mechanical step beyond the mod's scope, and would set precedent for more and more changes over time. Something which can be ill-advised given any change I make like that will envitably alter the gameplay for anyone currently mid-playthrough with this mod.