Weapon System Upgrades

* Trying something out here: Axe is now Agility-based for damage
purposes, serving as the lower alternative to Scimitar, and
Agility-based weapons now do +2 more base damage.

This means a character with 65 Might, 50 Agil, & 50 Aim will do:
16-23 with a Scimitar (agility)
15-22 with an Axe (agility)
14-19 with a Spirit Hammer (might)
12-18 with a Hammer (might)
11-17 with a Mystic Sword (aim)

Slashing / Agility weapons are therefore clearly the best weapons for
sheer damage, but, of course, require high Agility investment. Fencing
weapons remain superior in range, and bludgeoning weapons remain
superior for spellpower purposes.

Also, remember that these values are before armor and resistances.
A Scimitar may lash out for 23 damage or more, but armor can reduce
that, and resistances will be more effective the higher the damage.

Lore-wise, it turns out the long-handled double-bladed axes are not
actually smashing weapons like a hammer. They are actually used
in a very different fighting style that involves back-and-forth sideways
motions as well as using the curves to catch and deflect weapons.
Agility seems like a better home for this type of axe than Might.

* Punching is now significantly stronger, and gets bonus damage from
your Might stat. At 65 Might and 99%/99%, a character can punch for 9-15
base damage.

* Punching previously had no modifier for disarm. It can now reach,
at 99% Brawling, 99% Disarm, and high Agility, up to 20% chance to Disarm.
It also can reach up to 20% chance, if successful, to drop the opponent's
weapon on the ground. That means unarmed attacks are by far the best
way to attempt to purposely disarm your opponent, knocking their weapon
down up to 4% of the time. Note that Disarm must actually land the attack
and do damage to attempt to proc, and punch doesn't have a base
offense bonus like many weapons do, so it's up to you to compensate
for your chance to hit.

* Stat-based bonus damage is now reduced if you are not proficient in
the mastery skill. For example, if you would get +40% base damage, but
you only have 50% mace wielding, you will only get +20% base damage. At
99%, all values are the same as before. This only smooths out the
building curve and prevents characters without skill in the weapon from
doing very high damage amounts. Previously, pure mages were picking up
Scimitars and dealing 25+ damage hits due to having high Might and lots
of buffs. That should no longer be the case.