Wildermyth

Wildermyth

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KKs_HarderHammers
   
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1 Dec, 2021 @ 8:13pm
17 Jun, 2022 @ 1:09pm
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KKs_HarderHammers

In 1 collection by KlutzKoady
KKs Wildermyth Balance Mods
6 items
Description
A mod in a set aimed at making melee weapon choices more appealing and interesting. Weapons split up into different mods for convenience. This one focuses on hammers and maces..

Stats should look like what you see below, but changing it involved going through each file individually so it's likely I made a few mistakes. I'd appreciate any one letting me know about any inconsistencies they notice. Also, I'm touching up the relic weapons as I go so they should still be appropriately stronger than normal weapons.

2 Handed Hammers
5 damage +2 per tier (6/8/10)
2.1 range
1.6 knockback (1.6/2.1/3.1)

1 Handed Maces
5 damage +1 per tier (6/7/8)
1.6 range
1.6 knockback (1.6/2.1/3.1)
+5 melee/ranged accuracy per tier (0/5/10)

The goal here is to make the difference between 1 handed weapons, and 2 handed weapons more pronounced. 1 handed weapons are easier to hit with and grant access to offhand tools, but deal less damage and have less range.
2 handed weapons meanwhile, have that damage and range, but lack potential versatility and are slightly less likely to hit. Additionally, the specialty of each 1 handed weapon will always be equal to it's 2 handed counterpart(except maybe spears, but we'll see)

2 Comments
KlutzKoady  [author] 13 Jun, 2022 @ 3:49pm 
Yea at the time I made this I hadn't yet realized that enemies took extra damage depending on how far they're knocked back. I've touched it up
Thickums 3 Feb, 2022 @ 7:58pm 
This mod seems a little OP when compared to the vanilla weapons to be honest. Potentially 13 damage (if knocked back 3 spaces) if wielding a 2 handed hammer that has the same range as spears compared to the vanilla's potential 9 damage with 1.6 range is a huge buff to such a degree that makes every other weapon unappealing.