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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2589976888
@krayos13 Thanks for your input, I understand where you're coming from. For what it's worth, the army-wide physical resistance buff have been reduced to +4% in the upcoming update and my other new mod. Not quite as low as you want, but from my perspective there is a fine line between adding something in the first place without doing something impactful versus being overpowered.
Example: if you have a skill that adds 10 melee attack to a unit that has 15 baseline that will be a much more significant buff to that unit's combat capabilities than adding 10 melee attack to a unit that has 70 baseline. On the other hand if you add 10 physical resistance to a unit with 0% baseline you are only reducing damage by 10% (from 100% to 90%), but if you add 10% physical resistance to a unit with 80% baseline then it goes from taking 20% damage to only 10%, effectively halving the damage taken.
I feel like changinf it to 2% might be a bit more balanced but no pressure.
Before anyone gets worried, this is only a number alignment update. No effects have been removed or added.
@JACE, I don't know how that mod is built. If it reads from the same table, you can load my mod after that one and see if it overwrites that mods values. If that doesn't work, they are using own tables.
Thank you to wolfe374171 for your input. You will now find the Perceptive and Weapon Master traits useful for hybrid or ranged units. WEF for example has their own traits that are more powerful, although Weapon Master should now be a great trait for any hybrid unit.
Because of the shuffle, the updated traits are as follows: Weapon Master, Tough, Strategist, Perceptive, Intelligent, Disciplined and Determined.
You can check the Change Notes to see what specifically changed in this update, most noteworthy is the removal of Technology Research Rate. It was the only way I could make the matrix look clean and logical.