Kenshi
Great Mace
29 Comments
Lee Townage 30 Jun, 2023 @ 4:38pm 
That looks great.
ikahurula  [author] 24 May, 2021 @ 5:32pm 
@Mokona Sorry, I don't plan to make that right now.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1807638815
Is this not good enough?
Mokona 21 May, 2021 @ 8:57pm 
Any chance for a blunt version?
Wither 1 Apr, 2020 @ 3:40am 
B O N K
Armorguy1 16 Nov, 2019 @ 6:07pm 
@Rusted Cake: Yeah, but it's fun though Making weapons deal like more than 5.0 cut or blunt damage from the get go! :) I had a lot of fun while messing around with Arkiels weapons mod back in the day.
-HOTG-ODIN 2 Jul, 2019 @ 4:05pm 
as long as they are balanced im okay with modded weapons but people always make super op katanas bunch of weebs
Rusted Cake 30 Jun, 2019 @ 6:11pm 
The stats shown in the image seem rather reasonable to me. A high strength weapon, would be great for facing large forces of heavily armored foes.
Unless using mods to skip the xp grind this could be considered a late game weapon.

Well done ikahurula, I roll my eyes at most modded weapons since they usually have unreasonable high stats. This Great Mace seems balanced to me, given just how absolutely heavy it is.

I find the thought of someone trying to use a over sized Flanged Mace quite funny.
Sam 29 Jun, 2019 @ 5:07am 
amazing thanks, im going to finish off all opponents now
Immaluckez 27 Jun, 2019 @ 7:49pm 
Amazing <3 Keep them coming
ikahurula  [author] 27 Jun, 2019 @ 1:50am 
@The Red If you say "It is wrong to compare weapons after they are fixed in weight.", this discussion has been sulky so forget about my MODs.
And, If my English is messed up and I can't argue, forget about me.
ikahurula  [author] 27 Jun, 2019 @ 1:29am 
@The Red By the way, Paladin's Cross can use Meitou for a weight fixed comparison, so it can do 35 ~ 40 damage. In addition, you can continue to swing even if one hand is injured.
ikahurula  [author] 27 Jun, 2019 @ 1:10am 
@The Red Compare the three heavy weapons of the Base Game with the Great Mace in the same weight. It may seem like a stupid comparison, but weight is such an important factor. (Heavy weapons that require Robot Limbs are particularly affected.)
Then there shouldn't be much difference except for Fragment Axe.
For example:
skill is ALL 70, and uses heavy weapons weight is about 30 kg. It should be about 20 ~ 30 damage to the human Master Work protective gear.

You might think this is a really stupid comparison, but weight is really an important factor.
ikahurula  [author] 27 Jun, 2019 @ 1:10am 
@The Red The Great Mace may be superior in terms of damage calculations, but it's hard to handle when you're actually playing.
It is because the weight has a considerable influence.

That's why some people say the Fragment Axe is the weakest of the heavy weapons.

Great Mace combines the characteristics of heavy weapons: "heavy" and "Hacker" weapon class.
The "heavy" characteristic is a disadvantage, and the merit against it is a characteristic of high basic power, and the Great Mace is weakened by about 15%.

"heavy" The characteristic is strong against armor, but when you actually attack it, it can't be a merit enough to overcome the demerit of weight.
Ñokk 26 Jun, 2019 @ 11:48pm 
If Great Mace would have +10% AP, +30% dmg against robots and -10% dmg against animals it would still be the best heavy weapon to fight armored opponents and especially, robots with, without dealing such an insane damage.

Damage would look something like this:

Against humanoids in armor:
Plank - 47 dmg
Falling Sun - 55 dmg
Frag Axe - 56 dmg
Great Mace - 68 dmg

Against skeletons in armor:
Plank ~ 46 dmg
Falling Sun ~ 55 dmg
Frag Axe ~ 56 dmg
Great Mace ~88 dmg

Against humanoids without armor:
Plank - 194 dmg
Falling Sun - 216 dmg
Frag Axe - 191 dmg
Great Mace - 165 dmg

Against robots/skeletons without armor:
Plank - 194 dmg
Falling Sun - 216 dmg
Frag Axe - 191 dmg
Great Mace - 215 dmg

Damage against animals:
Plank - 194 dmg
Falling Sun - 216 dmg
Frag Axe - 191 dmg
Great Mace - 149 dmg
Ñokk 26 Jun, 2019 @ 11:33pm 
You pulled Paladin's Cross features out of context

All hacker class weapons have a default AP, bonus to damage against robots and penatly to damage against animals. These are a "Hacker" weapon class features and the damage of hackers was designed with these fearutes in mind.
Paladin's Cross has +25-30% dmg against robots and -10% dmg against humanoids on top of it's weapon class features.
Great Mace has +30% AP, +40% dmg against robots, +15% dmg against humanoids and -10% dmg against animals on top of it's weapon class features.

Heavy weapons weren't designed with these features in mind. Heavy weapons already deal a lot of damage.
ikahurula  [author] 26 Jun, 2019 @ 10:40pm 
@The Red I use Paladin's Cross as a reference for making Great Mace as a weapon against robots.
Think of it as a heavy weapon version of Paladin's Cross.
If you actually play a robot with the Paladin's Cross and the Great Mace, you'll see that there's not much difference. Rather, a heavy Great Mace tends to be disadvantaged in terms of strength.
ikahurula  [author] 26 Jun, 2019 @ 10:30pm 
@The Red If you're saying that eliminating the differences in weapon category features would greatly upset the balance, my MOD features are pretty bad.
However, I can't change the characteristics of my MOD easily because I'm sorry to those who like and use my MOD. I apologize to you on that point.
In order to enhance the characteristics of each weapon category with different elements, you might enjoy adding more animation MODs.
Ñokk 26 Jun, 2019 @ 10:23pm 
It's not about the weight, it's the same as Frag Axe's. It does too much damage to armored opponents and robots.
Blunt damage already deals a lot more damage trough armor, giving heavy weapon 30% AP and +40% dmg against robots takes it trough the roof.
ikahurula  [author] 26 Jun, 2019 @ 9:59pm 
@The Red Paladin's Cross and Great Mace don't have much difference in robot performance.
Paladin's Cross is light enough to use Meitou without RobotLimbs, but Great Mace is heavy enough to require RobotLimbs to use Edge.
The advantage of Great Mace is that it's heavy, so it can inhibit the recovery of the robot, range is a little strong.
For Kenshi's weapons, the weight is a real drag. As soon as you get damaged, the swing of the weapon becomes slow and very weak.
Ñokk 26 Jun, 2019 @ 6:44pm 
"And above all, the specification of the relationship between Blunt damage and the required strength bothers me a lot. ([Strength required for Blunt damage * 40] is not affected by any other changes.)" I have no idea what that means and i can bet neither does anyone else here, because google translate mangled this sentence beyond reason.
Ñokk 26 Jun, 2019 @ 6:44pm 
Against an enemy that Great Mace is good for (armored skeleton), it deals ~300% damage of it's base game counterpart.
Against an enemy that Great Mace is bad for (animals), it deals ~85% damage of it's base game counterpart.

To put this into perspective, let's compare Paladin's Cross and Long Cleaver.
Paladin's Cross is supposed to be a hacker class weapon specialized in fighting against robots.
Long Cleaver is supposed to be a Paladin's Cross "base game" counterpart.
Against an enemy that Paladin's Cross is supposed to be good for (an armored skeleton), it deals ~125% damage of a Long Cleaver.
Against an enemy that Paladin's Cross is supposed to be bad for (humanoids), it deals ~90% damage of a Long Cleaver.

You can make your weapons do as much damage as you like, but don't delude yourself thinking your weapons are "balanced" in line with base game weapons.
Don't think that small changes to bleed damage, range or attack/defence modifiers can compensate for this insane damage.
ikahurula  [author] 26 Jun, 2019 @ 5:37pm 
@The Red My weapon focuses on Bleeding, Armor Penetrate, and range performance. Each has an effective or meaningless enemy.
The Kenshi world isn't just about people wearing the best protective gear. And robots are versatile.
By adding a demerit, we don't make it all advantageous with just one weapon. If the opponent is a specific one, the damage is better than the base game.

Strong weapons tend to be Meitou's absent or difficult to obtain (There are exceptions, but they may be adjusted over time)

Of course, I don't think that coordination is perfect. However, it is impossible to weaken a weapon so as to lose its individuality.


And above all, the specification of the relationship between Blunt damage and the required strength bothers me a lot. ([Strength required for Blunt damage * 40] is not affected by any other changes.)
Ñokk 26 Jun, 2019 @ 4:37pm 
"However, I will check the performance balance just in case."
ikahurula, you do understand that 80% of your weapons outperform or completely blow out of the water any base game counterpart, right?

Just this mace, for example, it has 25 range compared to frag axe's 32, yes, it is just as heavy, yes. But when it comes to an actual damage - it's unreasonable.

[Meitou] grade Great Mace damage is 0.33 cut / 3.30 blunt, Frag Axe damage is 0.66 cut / 3.60 blunt
Stats are 70 dexterity, 70 strength and 60 heavy weapons.
Armor is Chainmail and Samurai Chestpiece, both [Masterwork] grade.
Damage listed is before adding modifier from toughness.

Frag Axe damage is 56 (4 cut + 52 blunt)
Great Mace damage is 125 (10 cut + 115 blunt) (against humanoid, against skeleton it would do 153)

And that's just this one, i've been checking your every weapon mod for the last 2-3 months and comparing them to base game counterparts and they outclass them in 80% cases.
Roland T. Gunner 26 Jun, 2019 @ 4:14pm 
with something this big I think the indoor penelty needs to be higher. Aside from that, the rest of the stats seem fine. Maybe add a higher penelty for animals too if you want to increase the other states. The're other pole arms and modes out there geared toward animals so have this weapon be more outdoor anti-personal type? Just throwing stuff out there since unique weapons and armor are the main mods I look into.
Rohzdear 26 Jun, 2019 @ 11:53am 
That's a lamp post.
Bospor 26 Jun, 2019 @ 10:18am 
Its just historicaly these types of maces were by far the most effective weapon against heavy armor. So I thought that this mace should be the best blunt weapon in the game, due to its shape and size.
oiguri3 26 Jun, 2019 @ 10:17am 
これは欲しかった!
ikahurula  [author] 26 Jun, 2019 @ 8:11am 
@Bospor Blunt damage 2.0 requires too much strength. And compared to Great Axe, it has a range that is easy to use, so the performance is like this. Compared to Fragment Axe, the range is smaller and less powerful, but Armor Penetrate is pretty good. And the human bonus is very effective for people wearing armor.

However, I will check the performance balance just in case. Thank you very much!
Bospor 26 Jun, 2019 @ 5:07am 
for such big weapon, the stats seem too weak. I think the blunt damage should be 2.00 and damage against robots 50%