Kenshi
Weapon Rebalance Specialization
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Update: 9 Dec, 2020 @ 9:31pm

Accidentally set the topper's armor piercing to 100%. Whoops. Now it's back to 0

Update: 7 Dec, 2020 @ 8:48pm

Removed most of the blunt damage increases, as they made the weapons unusable (cool mechanic, tying blunt damage directly to weight). Instead, focused on seeing if I could balance damage by messing with armor piercing and damage multipliers.

All katanas: armor penalty decreased significantly, robot damage decreased to .85 for most of them.

Clubs: Added human damage and armor penetration, as they are human focused, Jitte especially.

Sabres: Changed attack/defence modifiers, Horse Chopper/Holed Sabre/Ringed Sabre are all closer now, and should be less punishing to use as a weakling.

Heavy Weapons: They all do their usual ridiculous damage, but now Plank is for killing robots, Fragment Axe for armored foes, Falling Sun for animals.

Cleavers: Toned down a bit from before, but still heavy damage dealers. (Moon Cleaver is still my favorite)

Polearms: Should still be doing halfway-to-heavy weapon damage on animals.

Sorry for the lack of detail, I messed around with the values so much that I lost track of what I changed. Wish Kenshi were a little more transparent with how these systems worked (how the hell does cut efficiency work??), and I wish the relationship between blunt damage and swing speed could be altered, because right now, blunt weapons just...suck. Hopefully these changes make your game more interesting!

Update: 8 Feb, 2019 @ 3:05pm

Came across some weird numbers, such as the Heavy Polearm having .81 cut and .5 blunt vs the Polearm's .61 cut and .6 blunt, making it almost objectively better. It seems like cut is increased more per level grade than blunt, but only when the weapon has both cut and blunt? Will look into it more.

Heavy Polearm:
- blunt damage .5 > .4

Polearm:
- blunt damage .55 > .6

Update: 7 Feb, 2019 @ 10:16pm

Changes:
Fragment/Bull Horn Axe:
- armour penetration 0 > .15
- blunt damage 1.8 > 2
- weight mult 1 > .9
The fragment axe is heavier than the falling sun by far, but does much less damage? Plus, the description mentions tearing through armor. This should focus the fragment axe on anti armored humanoid use. May do too much damage now.

Combat Cleaver:
- attack mod 0 > 2
- cut damage .75 > .8
For a cleaver designed for combat, it doesn't affect much. Slight bump to damage and a little attack bonus.

Plank/Exile Plank:
- cut damage .8 > 1
- robot damage 1 > 1.15
Similar to the fragment axe, it weighs more than the Falling Sun yet does less damage. Significant bump to damage to help it keep up, also the description mentions it is a hacking weapon, so gave it some robot damage to incentivize its use.

Robot Fists: Made these a metal weapon instead of wooden. (?)

Flesh Cleaver:
- animal damage .9 > 1
- blunt damage .6 > .66
- cut damage .6 > .66
- weight mult 1 > .95
It doesn't really make sense to me that a weapon designed to cleave flesh does LESS damage against animals. Slight bump to stats.

Foreign Sabre:
- defense mod 8 > 10
Maybe didn't need such a boost, but it's a defensive masterpiece. Tried to give people a reason to use it over the Desert Sabre.

Guardless Katana:
- bleed 1.3 > 1.4
- human damage 1.1 > 1.2
- robot damage .6 > .75
Better against humans, less bad against robots. I also want bleed to be more of a factor in fights.

Heavy Jitte:
- armour penetration .1 > .2
- blunt damage 1.3 > 1.4
- weight mult .7 > .6
The heaviest of the blunt weapons should hit harder, and its weight was ridiculous.

Heavy Polearm:
- animal damage 1.25 > 1.33
- blunt damage .4 > .5
- defense mod 0 > 2
- robot damage 1 > 1.1
An overall damage boost, and loses less damage to animals from the Polearm. As a polearm-sabre hybrid, the defense bonus seemed appropriate. Also, as I gave the Polearm more damage against robots, I gave a bit to this, as well.

Holed Sabre:
- attack mod -4 > -3
- cut damage 1 > 1.1
No longer an absolute upgrade to the Horse Chopper, focuses a bit more on defense and dextrous use.

Horse Chopper:
- attack mod -4 > -3
- blunt damage .25 > .33
- cut damage 1 > 1.1
- weight mult 1 > .9
Less punishing for rookies to use, and slightly less completely overshadowed by the Ringed Sabre; as a hefty blade, it made sense to be more strength-based. Difficult to make this weapon useful.

Iron Club:
- weight mult 1 > .75
Not sure what to do with this, it's a bad weapon but that's kind of the point. Got ridiculously heavy at high grades.

Iron Stick:
- attack mod -2 > -1
- defence mod -2 > -1
- weight mult 1 > .75
Again, a bad weapon on purpose. Somehow -1 seems even more pathetic than -2...

Jitte:
- armour penetration 0 > .1
- blunt damage .9 > 1
- weight mult .7 > .6
Gave it some of the armor piercing of the other blunt weapons, and the same amount of blunt as a katana has cut, just made sense. Lowered weight to compensate.

Katana:
- bleed mult 1.2 > 1.3
- human damage 1.1 > 1.2
- robot damage .6 > .75
Katanas were hard to consider because noone seems to like them anymore, yet giving them too much damage would make them too powerful as they are very fast. Made them more humanoid-focused and less pathetic against robots, also bleed should be more of a factor. May need even more, though.

Long Cleaver:
- animal damage .9 > .95
- blunt damage .8 > .9
- cut damage .8 > .9
Didn't seem to do much damage for a Cleaver/Heavy Weapon hybrid. May have too much now.

Longsword:
- animal damage .9 > 1
- armour penetration -.15 > 0
- human damage 1 > 1.1
- robot damage .9 > 1
Everyone seemed to love this weapon before it got nerfed, but I couldn't actually find the stats for it pre-nerf other than its humanoid bonus. Made it an all-around good sidearm, similar to the Short Cleaver.

Mercenary Club:
- animal damage .9 > 1
- blunt damage 1 > 1.1
- weight mult 1 > .75
Like the other blunt weapons, was just too heavy at high grades to justify its mediocre damage. May still need even more damage, not sure how to make this one unique.

Moon Cleaver:
- blunt damage .8 > .85
- cut damage .7 > .75
- race damage: Beak Thing 100 > 150
- race damage: Small Spider 100 > 125
- race damage: Spider 100 > 150
This is such a cool weapon, so why was it just worse than the other cleavers? Its description mentions catching limbs and necks, and what has lots of limbs, and what has a long neck? Yep, Spiders and Beak Things. If the Desert Sabre gets double damage against spiders for no reason, then this is totally justified.

Naginata:
- cut damage multiplier .8 > .9
Not sure why people think the animal damage bonus is useless, I think it's pretty great. Higher base damage should make the bonus more useful.

Naginata Katana:
- animal damage 1.25 > 1.3
- armour penetration -.15 > -.1
- bleed 1 > 1.15
- cut damage .85 > .95
- robot damage .8 > .85
Loses less from Naginatas and Katanas, and gains more. Now it should be a great weapon for people who fight humans and animals a lot, like in the desert.

Ninja Blade:
- bleed mult 1.1 > 1.5
- cut damage .8 > .9
- human damage 1.1 > 1.3
- indoors mod 0 > 2
- robot damage .6 > .7
This weapon really didn't have anything going for it, now it's even more specialized against humans, has pretty nasty bleed, and a sneaky indoors bonus, all things ninjas would like.

Nodachi:
- human damage 1.1 > 1.2
- robot damage .6 > .75
Like the other katanas, less pathetic against robots, better against humanoids. Couldn't tell if everyone loving this weapon was before or after the big weapon rebalance that trashed katanas, so didn't do too much to it.

Paladin's Cross:
- blunt damage .8 > .85
- human damage .9 > .95
Already a good weapon, but doesn't make much sense that it has such a negative human damage multiplier when it is used to fight people with skeletal limbs as well as United City troops. Should still be the king of fighting robots.

Polearm:
- blunt damage .5 > .55
- robot damage 1 > 1.15
Nobody seemed to use this over the Naginata, now they have a reason in the form of fighting robots. May still need more for it to start turning heads.

Ringed Sabre:
- race damage: Beak Thing 100 > 125
Already a great weapon which was objectively better than a lot of the sabres. Its description mentions fighting Beak Things, and no other sabre is good at that, so why not?

Spiked Club:
- animal damage .9 > 1
- bleed 2 > 2.25
- cut damage .3 > .35
- weight mult 1 > .75
Like the other blunt weapons, was way too heavy. The bleed aspect is really cool, but there's a fine line between making it a factor in combat and making it absurdly powerful.

Topper:
- armour penetration -.15 > 0
Liked the idea of this being the "no bonuses, no limitations" katana.

Wakizashi:
- bleed 1.2 > 1.3
- human damage 1.1 > 1.2
- robot damage .6 > .75
See other katanas.